This will attach Cheat Engine to No Man's Sky, and allow you to scan in memory for related settings and values. ![]() Alternatively, if NMS.exe is not immediately clear in the Process List, click the Application tab to bring up an Application List and select No Man's Sky from there, then click Open. Launch Cheat Engine (and if this is your first time, do give the tutorial a run through, then return here) and select the NMS.exe process in the Process List by clicking the computer icon with a magnifying glass in the upper left below File in the Cheat Engine window. Once you've done this, close/relaunch the game (whichever you prefer), and download Cheat Engine if you've not already. First, launch No Man's Sky and set it to launch in windowed mode at a resolution that works for you. While this may seem intimidating at first, this is in fact relatively simple. Nevertheless, it's important to note that TkNoiseCaveData has 2 child entries to it.īoth of these share their structure with the above TkNoiseFeatureData entries.Īdjusting Terrain Generation in Real-Time There is only 1 TkNoiseCaveData entry beneath the CavesUnderground parent, which also corresponds with GcTerrainControls' relevant section Caves and its only child entry, Underground. There are 7 TkNoiseFeatureData entries beneath the Feature parent, and similar to the NoiseLayers, each of these appears to correspond to the relevant section under GcTerrainControls. Typically floating islands are currently set to False. Look to the HeightOffsets to determine which, as well as whether TurbulenceNoiseLayer is set to Active True or False. Depending on the settings, these may either be terrain columns/pillars or floating islands. By working with the TurbulenceNoiseLayer, one may vary the appearance of terrain columns/pillars, floating islands, and resource deposits that appear in the world.Īs such, each entry should relate in the following order: However, GridLayers possess a unique feature that separates them from subsequent settings.Įach TkNoiseGridData entry has a child entry, TurbulenceNoiseLayer, which is structurally the same as the TkNoiseUberLayerData mentioned above, except that it contains only a single layer of noise to work with. There are 9 TkNoiseGridData entries beneath the GridLayer parent, and similar to the NoiseLayers, each of these appears to correspond to the relevant section under GcTerrainControls. Not always what one may expect, as this often tends to relate to some sharp points in terrain, but not necessarily what one may describe as a mountain. This means that each entry should relate in the following order: There are 7 TkNoiseUberLayerData entries beneath the NoiseLayer parent, and each of these appears to correspond to the relevant section under GcTerrainControls one may locate at the bottom of any decompiled Biome.MBIN, e.g. CavesUnderground, specifically each TkNoiseCaveData entry.Features, specifically each TkNoiseFeatureData entry.GridLayers, specifically each TkNoiseGridData entry. ![]() NoiseLayers, specifically each TkNoiseUberLayerData entry.The primary child entries of note beneath both Min and Max TkVoxelGeneratorData entries are the following: Other times, the Min and Max may be the same value, resulting in parts of the terrain always appearing either at lower extremes or higher extremes. In short, as one might expect, the Min values may at times be lower, while the Max is higher, allowing the terrain to generate within a range between the two values. While these two children may at first appear to have extremely similar child entries (in some instances, they do appear to literally be the same), it's important to examine their child entries closely as this can help understand why the terrain is appearing the way it is sometimes. Each of these has two children, a Min and Max TkVoxelGeneratorData entry, each also serving as parents to several child entries. The VoxelGeneratorSettings file is currently an array of 10 different TkVoxelGeneratorSettingsElement parent entries. 2 Adjusting Terrain Generation in Real-Time.
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