- 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!
- 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).
- See: Lasagna 2 for examples of aforementioned mods: https://github.com/SunnySummit/LasagnaBiomeGeneration2
- 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).
- New dropdown menu item (File > Bulk Import & Update) for bulk updating many BIOMES folders separately in '_BIOMES Exmls Folder Goes Here' directory.
- Video demo: https://www.youtube.com/watch?v=LbyHlvXGZXM
- 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.
- 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.
- 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.
- 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.
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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.
- [Required] Download .NET 6 - Select appropriate download under "Run desktop apps" https://dotnet.microsoft.com/en-us/download/dotnet/6.0/runtime
After exporting, you'll find a folder inside '__Exported Mod Files' containing subfolders:
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MBINs - Your mods aka compiled MXMLs. How to install mods: https://nomanssky.fandom.com/wiki/Mods#Summary
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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
- 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.
- 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. :)
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Video Tutorial - FYI this predates v1.0 which added the ability to export directly to PAK: https://www.youtube.com/watch?v=zzaeyRAobOQ
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If you encounter issues, please report them on nexus mods or github with full details and the plumgen.log file. Images or videos are always appreciated: https://github.com/SunnySummit/
- 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
- 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).
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