{"id":22144007,"url":"https://github.com/sunnysummit/plumgen","last_synced_at":"2025-03-24T11:45:14.343Z","repository":{"id":242798923,"uuid":"810539016","full_name":"SunnySummit/PLUMGEN","owner":"SunnySummit","description":"Plumgen - A biome generation program for No Man's Sky. 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Plumgen (v1.31)\n\n[![License](https://img.shields.io/github/license/SunnySummit/PLUMGEN)](https://github.com/SunnySummit/PLUMGEN/blob/main/LICENSE)\n[![Downloads](https://img.shields.io/github/downloads/SunnySummit/PLUMGEN/total.svg)](https://github.com/SunnySummit/PLUMGEN/releases)\n[![Stars](https://img.shields.io/github/stars/SunnySummit/PLUMGEN)](https://github.com/SunnySummit/PLUMGEN/stargazers)\n[![Issues](https://img.shields.io/github/issues/SunnySummit/PLUMGEN)](https://github.com/SunnySummit/PLUMGEN/issues)\n[![Version](https://img.shields.io/github/v/release/SunnySummit/PLUMGEN)](https://github.com/SunnySummit/PLUMGEN/releases)\n\n### App Features\n\n+ Create detailed \u0026 unique biomes in as little as 30 seconds!\n+ Import and merge multiple large biome mods.\n+ Modify or remix existing biome mods.\n+ Export directly to MXML \u0026 MBIN folders.\n+ Easily change flora attributes, like scale and density.\n+ Automatically rename and sort biomes to sub-biomes (lush, frozen, etc).\n+ Quickly save, retrieve, and share individual biome presets.\n+ Validates all input and data = stable mods.\n+ Exhaustive error handling and logging, all done locally.\n+ Responsive and intuitive interface.\n+ Plus more!\n\n### Changelog\n\n\u003cdetails\u003e\n\n#### Update v1.31:\n\n\t+ Improvements for new 5.58 update.\n\n#### Update v1.3:\n\t\n+ Please perform a clean install for Worlds Part 2: https://github.com/SunnySummit/PLUMGEN/releases\n\t+ Tried to test everything myself, report any issues on github. :)\n+ Added support for importing and modifying MXML file types.\n+ Rewrote a few core parts, e.g. moved from PSARC Archive Tool to new HGPAKTool, made by monkeyman192.\n+ New feature: Right-click 'New Biome' button, renamed from 'Add Biome', to generate multiple biomes.\n+ Improved biome generation by doubling number of categories (keywords \u0026 suffixes) when matching similar props together.\n\t+ This generates \"themed\" biomes e.g. trees grouped with grass, rocks, flowers, etc. Note: some randomized props still added.\n+ The 'New Biome' button detects duplicate high density ground props and varies coverage/density if found.\n+ New options for importing: Pre-Next, Next to Worlds Part 1, and Worlds Part 2 or later.\n+ New top menu item to add *all* biomes to each sub-biome tile/tab, via. 'Biome Spawner' window: File \u003e Add All Biomes To All Tiles.\n+ Added Worlds Part 1 and 2 props to Vanilla+Pre NMS.csv. Added 2 new Worlds Part 2 CSVs (Reg \u0026 DeepWater)\n+ Other:\n\t+ Fixed an issue with missing props when clicking 'New Biome' = higher density biomes.\n\t+ Reduced scale/draw distance of some props which caused clutter and/or low performance via. Vanilla+Pre NMS.csv.\n\t+ Names of any empty Sub-Biome Tile Types/tabs found are now displayed when exporting.\n\t+ Increased frequency of more varied props (when no CSV checkbox selected).\n\t+ Colors and UI improvements.\n+ IMPORTANT:\n\t+ I decided to deprecate exporting to LUA. It isn't sustainable for me to maintain two export methods, esp. with Worlds-sized updates.\n\t+ New features displayed in English. May update translations upon request.\n\t+ Deprecated several custom export settings because EXML snippets are better for these types of mods (which don't require updates).\n\t\t+ See: Lasagna 2 for examples of aforementioned mods: https://github.com/SunnySummit/LasagnaBiomeGeneration2\n\n#### Update v1.2:\n\n+ Reworked the 'Add Biome' button to create more aesthetically pleasing and detailed biomes.\n    + Instead of adding 4 completely random props to a biome, now, 9-14 props can be added, all based on a similar biome category.\n    + Before, what a biome used to look like:\n\t\t+ Huge crystal, cactus, toxic plant, lush grass\n    + After v1.2:\n\t\t+ Large fan shroom, huge bounder, large blue shroom, medium boulder02, medium blue shroom,\n\t\t\tmedium bounder01, small boulder, lush grass, small shroom cluster, decorative gravel\n    + 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.\n    + More details:\n\t\t+ 25% chance of adding 1 distant prop - biggest props \u0026 can be a huge eyesore if added to every planet.\n\t\t+ 2-3 landmark props\n\t\t+ 3-4 objects\n\t\t+ 4-6 detail objects\n+ Changed 'Auto-add Biome Objects to Tiles' menu item to sort more biomes, like biomes with Nevada and Alpine props.\n+ Removed many huge props with short LODs from several CSVs (Vanilla+Pre NMS \u0026 FoundPathAtlas).\n\n#### Update v1.12:\n\n+ New dropdown menu item (File \u003e Bulk Import \u0026 Update) for bulk updating many BIOMES folders separately in '_BIOMES Exmls Folder Goes Here' directory.\n    + Video demo: https://www.youtube.com/watch?v=LbyHlvXGZXM\n+ New export draw distance option for better performance: 'Near'. Can be used for biomes with demanding/high res custom models.\n+ Added support for new prop attribute: 'Type'. Two values for this attribute: 'Instanced' or 'Single'.\n    + Type is an obfuscated attribute which controls e.g. whether props despawn on slopes or if a floating prop has collisions.\n\nUpdate v1.11.1b: Fix for importing outdated after-NEXT biomes.\n\n#### Update v1.11.1a:\n\n+ Fixed bulk editing certain prop attributes, like \"Coverage.\"\n+ Support for auto-renaming and auto-adding new 'Worlds Part 1' biomes.\n+ Fixed issue with making a biome template (.csv) with outdated after-NEXT biomes.\n+ Misc. bug fixes.\n\n#### Update v1.11:\n\n+ Updated to \"Worlds Part 1\"\n    + Added support for 4 new prop attributes: MaxYRotation, MaxRaise, MaxLower \u0026 IsFloatingIsland.\n    + Updated each biome .csv (\"v2\" in filename), added 'Worlds Part 1.csv' biome template - includes newest props.\n    + Automatically updates old biome objects files, biome files, and presets.\n\n#### Update v1.1:\n\n+ New Update menu item - Fetches and downloads latest PLUMGEN update. You no longer have to manually download updates.\n+ Added support for 10 languages - Reworked all text elements, translated each via. DeepL (take these with a grain of salt). ;)\n    + These include: Chinese-Simplified, English, Finnish, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish\n+ Fixed issue - Bug preventing bulk editing model paths.\n+ Readme clarifications.\n+ Security improvements.\n+ New prompt asking to download latest MBINCompiler update - You can export offline or continue modding with outdated NMS/MBINCompiler versions.\n\n#### Full Release v1.0:\n\n+ Overhauled exporting. AMUMSS no longer required. You can now export directly to .PAK using PLUMGEN's new efficient export system.\n    + 10x faster export time vs. LUA - Exporting 20,000+ biomes now takes ~3 minutes, compared to 30+ minutes via. LUA/AMUMSS. [1]\n    + Improved stability - PLUMGEN's new export to PAK system is highly resilient against game updates. [2]\n    + Export all files - EXMLs, MBINs, LUAs, and PAKs. Immediately locate and import exported modded biomes/EXMLs.\n    + Automatic updates - Exporting fetches latest MBINCompiler and extracts vanilla game files = easily mod vanilla biomes too.\n    + Enhanced custom sub-biome support - Replicate modded or even *outdated* sub-biomes with a new export menu (should the issue arise).\n    + LUA now optional - Exporting still generates 2 LUA files, but making use of them (via. AMUMSS) is now optional.\n    + Please see updated 'Requirements' and 'Exporting Info' sections below for more info.\n\n\t*[1] lxml wraps around C libraries = highly optimized EXML parsing/processing. Plus, I just understand Python better than I do LUA.\n\n\t*[2] lxml follows XML standards for syntax, structure, \u0026 validation. This improves long-term EXML compatibility with NMS updates.\n\n\u003c/details\u003e\n\n### Requirements\n\n+ **[Required]** Download .NET 6 - Select appropriate download under \"Run desktop apps\"\n\thttps://dotnet.microsoft.com/en-us/download/dotnet/6.0/runtime\n\n### Exporting Details\n\nAfter exporting, you'll find a folder inside '__Exported Mod Files' containing subfolders:\n\n+ MBINs - Your mods aka compiled MXMLs. How to install mods: https://nomanssky.fandom.com/wiki/Mods#Summary\n+ MXMLs - Look for any 'BIOMES' (or 'CUSTOMBIOMES') folder -\u003e copy it to PLUMGEN's '_BIOMES Xmls Folder Goes Here' -\u003e import. [1]\n\n\t*[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\n\n### Known Issues\n\n+ Using 'Reset Auto-Rename' on a filepath with multiple underscores can erase almost all of the path's name.\n+ If a link opens a *new* browser, then you quit PLUMGEN, the app will stay active until you quit the browser.\n    + This does not happen when your browser is *already* open. This issue seems to occur when creating the EXE via. cx_Freeze.\n\n\n\n### Q\u0026A/Troubleshooting\n\n\u003cdetails\u003e\n\n+ When running the app, I encounter a window that says, \"Windows protected your PC\"\n\nClick \"More info\" -\u003e \"Run anyway.\" This is a false flag from your antivirus. PLUMGEN is safe to use. You can view the source code on github.\n\n+ Is this difficult to learn?\n\nIn 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.\n\n+ Is this a paid app?\n\nNo, although donations are accepted.\n\n+ Will my exported biome mod break after game updates?\n\nIf it breaks, import your mod and export it again. Note: wait for MBINCompiler update after game updates ([check here for updates](https://github.com/monkeyman192/MBINCompiler/releases)). \n\nAlthough 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.\n\n+ The PLUMGEN window looks blurry and parts are cut-off by the edge of the window, like the tooltip.\n\nThis shouldn't happen after v1.0. If it does, please let me know.\n\t\n+ I changed the language, and now text elements appear cut off, like the tooltip/info box.\n\nSimply expand the window. This should let you see the rest of the text. Some translations require more space than the English version.\n\t\n+ Some translations are not accurate.\n\nYeah, I used DeepL and a few other machine learning sources to translate. Consider opening an issue on github with any suggested improvements. :)\n\n\u003c/details\u003e\n\n### Need Help?\n\n- Video Tutorial - FYI this predates v1.0 which added the ability to export directly to PAK:\n\thttps://www.youtube.com/watch?v=zzaeyRAobOQ\n\n- 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/\n\n\n\n### Credits \u0026 Acknowledgements\n\n+ [HGPAKtool](https://github.com/monkeyman192/HGPAKtool) *modified to decompile directories* - Decompiles PAK files to MBIN\n+ [MBINCompiler](https://github.com/monkeyman192/MBINCompiler/) - Decompiles MBIN files to MXML\n+ [lxml](https://lxml.de/index.html) - Parses EXML/MXML files\n+ [cx_Freeze](https://pypi.org/project/cx-Freeze/) - Creates executables, high performance, cross-platform\n\n\n\n### Disclaimer \u0026 Notes\n\n+ PLUMGEN lets you import and mod almost any biomes. Always seek permission before distributing others' work.\n+ Note: If a mod author grants you permission to share their work, they cannot later retract it, per Nexus Mods rules.\n+ Do not restrict permissions on any present or past *vanilla* game biomes using PLUMGEN (not including changes to prop attributes).\n\n\n\n### Other\n\nGive a tip 🍻 - Easy and secure transactions using *Buy Me A Coffee* \u0026 *Stripe*. No pressure whatsoever :) https://buymeacoffee.com/sunnysummit\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsunnysummit%2Fplumgen","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fsunnysummit%2Fplumgen","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fsunnysummit%2Fplumgen/lists"}