It’s main objective is to make exploring planets fun and worthwhile again, by making each one a lot more procedural and consistently unique.
Previously, a biome in NMS means that a file with a given set of pre-defined values and constants with minimal variation gets assigned to a given planet. Most if not all mods currently do it this way, only providing more options to choose from in the file structure.
Now with FFPG, a biome essentially means nothing more than a unique type and combination of objects that only exists once, on the planet you’re currently visiting.
In simpler words: a new biome gets “generated” dynamically at runtime each time you enter a new planet.
To give a sense of scale: there are roughly 3.98 × 10^29 possible biome combinations. That’s way more combinations than planets in the game. Your favorite planet is out there, you’ll only have to find it.
The mod is also virtually futureproof!
Unless Hello Games decides they change the entire structure of object files, we’re good!
It furthermore edits thousands of object definitions, including but not limited to: Scale, Placement, min-max angles.
HOW IT WORKS
I’ve created a program that completely generates the mod, procedurally.
It unpacks most if not all planetary objects used in NMS and assigns each of them a probability to be spawned on the surface.
Don’t get thrown off by it’s file size! FFPG makes clever use of given methods and structures NMS uses to generate biomes. It contains only raw data. No models, no textures.
FOR MODDERS
FFPG also offers great extendibility.
Modders only will have to provide their so called custom “objects template” (BARRENOBJECTSFULL.MBIN for example) containing the GcObject entries and the tool will add and distribute everything accordingly. Your mod then becomes a dependency, so users will also have to download your mod for it to work!
TO DO
– Mountain, Cave and Underwater Tiletypes generation. For now there’s only freeform generation on the planetary surface.
– Add some more vanilla NMS objects to the generation tables
– Further adjustments in general
– Further randomization
– Density lists generation
Credits:
Ramster
Monkeyman for their awesome mbincompiler
Exosolar for their mods that increase pulse speed and hide spacecraft (seriously, saved me a lot of time)
jasondude7116 and WoodyMontana for helping me solve issues
how to use it