Planet Nomads

Planet Nomads

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Nexus Mods
So I created a Nexus mod Extension(which was approved) and put the few mods I made for the game on nexus.

I will put the links here... but it will take a few days before this game is allowed to show up on nexus(approval time). You should be able to manually install the mods by yourself (I don't know if the manual download link shows for you... it does for me but I uploaded the mod).

The mods require BepInEx to run. Follow the links on the mod page under "Required" to get BepInEx.

Extension required if you use Vortex Mod manager: https://www.nexusmods.com/site/mods/551
Kickstarter Unlocker: https://www.nexusmods.com/mods/4?game_id=5259
Maximize Stacking: https://www.nexusmods.com/mods/3?game_id=5259
Winch Brakes: https://www.nexusmods.com/mods/1?game_id=5259

again... I can see them but you might not be able to get to them until Nexus approves of the game being listed because I see this ("This file will be published when the game is approved.")
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Showing 1-15 of 15 comments
Nexus Mods are free to use or we have buy membership to use
headmonkeyboy Apr 2, 2023 @ 6:21pm 
Nexus is free to use, the membership gives you much faster downloads and more than one download at the same time.
mods got published for public consumption!
-=Sergius.Grey=- Apr 5, 2023 @ 11:49am 
Great job! I downloaded Kickstarter Unlocker - it's works (and for GOG version too).

For simple users how I install the mod:
1) Download BepInEx, drag and drop all files from archive to main game folder, where PlanetNomads.exe
2) Mod files place to Planet Nomads\BepInEx\plugins
get the kickstarter unlocker while you can.. nexus moderator asked me about that plugin I answered and he has been silent for a few hours...don't know if it will be removed.
ymrich Apr 6, 2023 @ 9:28am 
I must be missing something. I deployed BepInEx in the PN root directory (the one with the exe), tried both the x86 and x64 versions, as I'm not sure what PN is, though I suspect x86, deployed the unlock mod through Vortex, and enabled it. Ran the game, shut it down, and ran it again (for both x86 and x64), yet I still can't see the new blocks in the build menu. Where did I go wrong?
-₪EPIC₪- Fail Apr 6, 2023 @ 10:39am 
Originally posted by ymrich:
I must be missing something. I deployed BepInEx in the PN root directory (the one with the exe), tried both the x86 and x64 versions, as I'm not sure what PN is, though I suspect x86, deployed the unlock mod through Vortex, and enabled it. Ran the game, shut it down, and ran it again (for both x86 and x64), yet I still can't see the new blocks in the build menu. Where did I go wrong?
You want the 64x version of bepinex.
ok lets see if bepinex ran first... IN the bepinex folder there should be a log file called LogOutput.log. IF that is there then your version of bepinex is fine. Post the contents of it here if it is under 2k size... or drop a link for the log file. If you have Discord I will create a temp server: https://discord.gg/uMuKdQuj
-=Sergius.Grey=- Apr 6, 2023 @ 4:47pm 
Originally posted by ymrich:
I must be missing something. I deployed BepInEx in the PN root directory (the one with the exe), tried both the x86 and x64 versions, as I'm not sure what PN is, though I suspect x86, deployed the unlock mod through Vortex, and enabled it. Ran the game, shut it down, and ran it again (for both x86 and x64), yet I still can't see the new blocks in the build menu. Where did I go wrong?

I don't use Vortex. BepInEx x64. All my steps in my previous post.
ymrich Apr 6, 2023 @ 5:13pm 
Thank you guys! Problem solved. Turns out that I must previously have deployed the x86 version as well, by accident, when I thought I was deploying the x64 version, as, now knowing which version is the correct one, once I redeployed the x64 version, it started working on the first go. Thanks again!
Vortex is truly not needed(and I generally don't use it myself except for no mans sky) but, it can make people who are skittish about some things feel better... plus it does version control so it will tell you when a new version is out.
ymrich Apr 8, 2023 @ 5:53am 
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-₪EPIC₪- Fail Apr 10, 2023 @ 8:09pm 
Originally posted by ymrich:
So, -₪EPIC₪- Fail, do you think you might be able to unlock even more blocks? Sergius succeeded in providing some through blueprints, but my suspicion, based on alpha-footage video is that there might be more. In said footage, some of the blocks Sergius has unlocked appear as well, so my guess is that probably most of them are still there. I've seen inverted rounded blocks, glass rounded blocks, thin slopes and so much more. So much of it could be so useful to make our creations look and work even better. Sergius knows quite a bit about this, maybe he can give you some useful hints.
Or even, with the new modding ability, do you think it would be possible to add new objects into the game, which we model ourselves? I'm reasonably good with 3D modelling. I'd mostly like to add very simple things like various angles of slopes and such...
First off... I had to quote your comment to even read what the above says because steam is blocking it... that seems weird, especially since the date of your posts is two days ago. So I never even got a notice that a post was placed in here as it was not "approved" by steam yet.

Second, I am plucking away at that issue here and there (not completely focuses on the project.. more as a thing I would like to do when I think about it). The buildings in question are not in the publicly available list(build list). They are on a separate list entirely. Getting them on the build list is what I have been working on. I think I have to create all the necessary extra steps to add them... The build list has more information per object the the
one list(BlockTechTree) has 1,132 entries the other list(Blocks) 13,117. The Blocks list has all blocks plus extra stuff that I haven't figured out yet. The (BlockTechTree) list is where things need to end up to be on the build list. That list is very terse but also nothing tells you what is what. Editing the code to enter an item into BlockTechTree didn't produce results. But that is where I left it off. still some digging to do.

I am not an expert mod creator more like junior... I know some things and can stumble along. Its been decades since my programming classes with not much experience afterwards.
-=Sergius.Grey=- Apr 10, 2023 @ 9:46pm 
Originally posted by ymrich:
Sergius knows quite a bit about this, maybe he can give you some useful hints.
I just edit blueprint files, no more. Technically it's very simple manipulations. Change ID, coordinates of block or color... I think I useless in this =)
ymrich Apr 11, 2023 @ 1:31am 
Originally posted by -₪EPIC₪- Fail:
Originally posted by ymrich:
So, -₪EPIC₪- Fail, do you think you might be able to unlock even more blocks? Sergius succeeded in providing some through blueprints, but my suspicion, based on alpha-footage video is that there might be more. In said footage, some of the blocks Sergius has unlocked appear as well, so my guess is that probably most of them are still there. I've seen inverted rounded blocks, glass rounded blocks, thin slopes and so much more. So much of it could be so useful to make our creations look and work even better. Sergius knows quite a bit about this, maybe he can give you some useful hints.
Or even, with the new modding ability, do you think it would be possible to add new objects into the game, which we model ourselves? I'm reasonably good with 3D modelling. I'd mostly like to add very simple things like various angles of slopes and such...
First off... I had to quote your comment to even read what the above says because steam is blocking it... that seems weird, especially since the date of your posts is two days ago. So I never even got a notice that a post was placed in here as it was not "approved" by steam yet.

Second, I am plucking away at that issue here and there (not completely focuses on the project.. more as a thing I would like to do when I think about it). The buildings in question are not in the publicly available list(build list). They are on a separate list entirely. Getting them on the build list is what I have been working on. I think I have to create all the necessary extra steps to add them... The build list has more information per object the the
one list(BlockTechTree) has 1,132 entries the other list(Blocks) 13,117. The Blocks list has all blocks plus extra stuff that I haven't figured out yet. The (BlockTechTree) list is where things need to end up to be on the build list. That list is very terse but also nothing tells you what is what. Editing the code to enter an item into BlockTechTree didn't produce results. But that is where I left it off. still some digging to do.

I am not an expert mod creator more like junior... I know some things and can stumble along. Its been decades since my programming classes with not much experience afterwards.
Well, to me, you seem to know quite a bit. I wouldn't know where to start, and my programming experience ends with Basic V2 :D
Curious why they would block my comment. I hope they aren't going to suspend my account. I'm publicly keeping out of everything political, don't engage in MMO stuff.
I can't say I understand much of what you wrote, but I sure am glad that you're still working on it. Having even more blocks would be like Christmas. Doesn't have to be on the build list either. I'm content with making them through blueprints.
So, keep at it! I'm keeping my fingers crossed. And thank you!
ymrich Apr 11, 2023 @ 1:33am 
Originally posted by Sergius.Grey:
Originally posted by ymrich:
Sergius knows quite a bit about this, maybe he can give you some useful hints.
I just edit blueprint files, no more. Technically it's very simple manipulations. Change ID, coordinates of block or color... I think I useless in this =)
Don't be so humble, I think you did more than that :) You definitely have a deeper understanding of how the game works than I do.
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