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This might help you gather info (extracted from the MXML):
https://github.com/vectorcmdr/NMSE/blob/main/Resources/json/Pet%20Battle%20Moves.json
https://github.com/vectorcmdr/NMSE/blob/main/Resources/json/Pet%20Battle%20Movesets.json
Weighting is the multiplier.

I'm currently looking into the name resolver using the stubs to get the localisation strings for the move names.
They use a mixer with the stub, ID, affinity, etc. to resolve to the move name, like `Spit`.

There is also additional information in gcgametableglobals.




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

You can (through save editing) get a table on your corvette, or in your base.

  • First, prepare an object to be replaced (I suggest a table).

  • Save your base or corvette, then exit.

  • Choose your favourite save editor and open your latest save (might I boldly suggest my new editor? It has partial support for the update already).

  • Go to the base you want to edit in the JSON editor (including corvette base).

  • Go to the object array.

  • Find the object for replacement (like a table).

  • Change the ID of the object to "^GAMETABLE" and save your changes.

  • Load the game -> bam, game table!

Note, the select to play a match is a little buggy, you have to kinda enter range and interact, and the colliders aren't correct (at least in testing).
But... it works.

Image 1 is the table on a corvette. Image 2 is the splash before starting the game (I ran a game, it worked).

I know some people will be upset about the editing/glitching/modding etc. but a lot of people have been wanting to know if it is possible and it kinda sorta is (technically).

Swift travels, interlopers.


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.


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.