ImmersiveGen removes many repeating elements that break immersion on planets and finds better ways to encourage vehicle and planet exploration.
The Logic and Premise of ImmersiveGen
Why does every planet have the same hazardous plants? Or knowledge stones? Or cargo drops everywhere? Planets generate repeating elements seen on practically every planet that break the immersion of exploring “different” planets. ImmersiveGen aims to keep players engaged on every planet by removing or drastically reducing some of those elements while retaining the vanilla vision or feel. With IG, resources are not within arm’s reach, prompting players to use vehicles or explore more by foot.
ImmersiveGen is a base mod for future mods to come. To Do List for ImmersiveGen:
– Remove the glow of raw ingredient plants
– Address the biome crop clusters and integrate them more naturally
– Balance reward loot from buried crates, other crates, broken machinery, and more.
– Implement new models for crystals
– Implement new models for oxygen and sodium rich plant clusters
– Make vehicles more accessible in different star systems
– Address underwater repeating elements
– More variations in resource node generation
Changelog:
———— 1.3 Update ————
Update 1.3 focuses on loot and better cargo rewards found on planets. It is strange that many commodities can only be bought, and stranger still that all cargo rewards are very common, easy to get resources. 1.3 expands loot so that exploring planets is actually rewarding.
Better Cargo and Crate Loot: All crates have a much larger pool of lucrative tradeable commodities, and some nice rare items that make sense to find in colonies or off-world facilities. It’s quite disappointing to collect already-abundant sodium or carbon, or any number of very easy to craft early-game items any time you visit points of interests like Factories or Observatories. The goal of this is to encourage planet exploration and reward that path.
Higher Number of Common Loot: All crates still can give the common substances and products from vanilla NMS, but in larger numbers, balanced of course.
Accessible Atlas Pass Barrels: All barrel crates that required an Atlas Pass are now free to collect without an Atlas Pass. These barrels also have their own kinds of new loot.
New Crate Textures: All crates have new textures that are more neutral in color rather than toony colors.
Added New Alternative Crates: There are now new alternative crates to find with their own new textures.
Some examples of the many new kinds of loot found in cargo and crates
New Crystal Textures: In vanilla, the crystals appeared too repetitive and toonish in color. The condensed carbon, sodium nitrate and di-hydrogen crystals have new textures that reflect a more realistic but stylized approach. A future update will introduce new models to distinguish the three resources better. Inspired by the awesome Black Carbon mod by Lo2k.
Carbon is black with hints of glowing red veins. Sodium is a pale orange crystal with thin cracks. Di-hydrogen is a subtle multi-colored blue-white crystal.
Farmable Plants Revamped: All the biome-specific farmable plants have very reduced glows and emissive materials, making them less obvious and more ingrained with their surrounding environments. They will not be flashy from flight any more, making planets feel a bit more natural and less repetitive.
They also generate in much smaller clusters, sometimes, 1-2 in numbers.
———— 1.2 Update ————
Natural Raw Ingredient Flora: Ever wonder why all the consumable plants glow so much? It’s meant to make it very easy to see and find. IG 1.2 removes all the scrolling glow effects, the lights, and reduces the texture emissive glows to be more natural and muted.
Jaded Peas, Fireberry and Hexaberry Emissives: The glowing portions of the berries and peas in these plants were lowered. They are still visible if you are a keen observer.
Particles Removed: All the fireflies from certain plants were removed.
1.0 Modifications
Removed Hazardous Plants: All hazardous plants are no longer present. (Minus the toxic cave one.) No longer will bloated gas plants photobomb our nice photos, and honestly, these plants do not present an interesting challenge to the game.
Removed Rich Glowing Plants: All oxygen, sodium, deuterium rich plants are gone (exception: the rare cluster groups). This is especially egregious at night, where the land is peppered with glowing red, yellow, blue lights.
Increased Carbon and Sodium Nitrate Crystal Generation: Carbon crystals and sodium nitrate crystals are more common sources as a substitute for removing rich plants.
Sodium and Oxygen Generate in Some Plants: To balance the removal of rich plants, oxygen can be mined as a primary substance from some medium-sized plants. Sodium can be mined as a primary substance from some underwater plants.
Rare Di-hydrogen Generation: Di-hydrogen crystals in caves are slightly increased to encourage cave exploration. Di-hydrogen surface generation is much rarer.
Removed Knowledge Stones: Knowledge Stones are a rare or uncommon encounter.
Rare Cargo Drops: Cargo drops are a rare or uncommon encounter. Red small crates have increased rewards, making them more valuable when found at points of interests.
Rare Buried Crates: Buried crates are less common.
Rare Damaged Machineries: Still possible to find them, but much rarer.
Uncommon Buried Salvage: Buried salvage is less common, but way more rewarding, each around 6-12.
This mod does not modify terrain generation or biome generation, but may work with some mods that do.
I Highly Recommend These Mods with ImmersiveGen
The Traveller: This. This mod has made exploring so much fun. When you realize how much info-clutter you rely on to do anything, you can’t go back. Using actual observation and wit to explore rather than constantly looking for icons–this is gold! gWeather No Storm Visor Overlay: I am so jealous of this mod author, I’ve tried so hard to get something like this to work. It’s a phenomenal mod that removes the excruciating hazard HUD overlays. So so necessary.