https://github.com/sunnysummit/plumgen
Plumgen - A biome generation program for No Man's Sky. Create custom planets, update/remix legacy mods, and more.
https://github.com/sunnysummit/plumgen
biome generation nomanssky planet toolkit
Last synced: about 1 year ago
JSON representation
Plumgen - A biome generation program for No Man's Sky. Create custom planets, update/remix legacy mods, and more.
- Host: GitHub
- URL: https://github.com/sunnysummit/plumgen
- Owner: SunnySummit
- License: gpl-3.0
- Created: 2024-06-04T22:26:12.000Z (about 2 years ago)
- Default Branch: main
- Last Pushed: 2025-02-28T17:21:57.000Z (over 1 year ago)
- Last Synced: 2025-02-28T21:54:25.001Z (over 1 year ago)
- Topics: biome, generation, nomanssky, planet, toolkit
- Language: Python
- Homepage:
- Size: 878 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Plumgen (v1.31)
[](https://github.com/SunnySummit/PLUMGEN/blob/main/LICENSE)
[](https://github.com/SunnySummit/PLUMGEN/releases)
[](https://github.com/SunnySummit/PLUMGEN/stargazers)
[](https://github.com/SunnySummit/PLUMGEN/issues)
[](https://github.com/SunnySummit/PLUMGEN/releases)
### 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 v1.31:
+ Improvements for new 5.58 update.
#### 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).
+ See: Lasagna 2 for examples of aforementioned mods: https://github.com/SunnySummit/LasagnaBiomeGeneration2
#### 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.
+ 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.
#### 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
+ **[Required]** Download .NET 6 - Select appropriate download under "Run desktop apps"
https://dotnet.microsoft.com/en-us/download/dotnet/6.0/runtime
### 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](https://github.com/monkeyman192/MBINCompiler/releases)).
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?
- Video Tutorial - FYI this predates v1.0 which added the ability to export directly to PAK:
https://www.youtube.com/watch?v=zzaeyRAobOQ
- 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/
### Credits & Acknowledgements
+ [HGPAKtool](https://github.com/monkeyman192/HGPAKtool) *modified to decompile directories* - Decompiles PAK files to MBIN
+ [MBINCompiler](https://github.com/monkeyman192/MBINCompiler/) - Decompiles MBIN files to MXML
+ [lxml](https://lxml.de/index.html) - Parses EXML/MXML files
+ [cx_Freeze](https://pypi.org/project/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