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Collection of CSV files with values of every procedural item in No Man's Sky.
In the UP_JET[1-4X]
and SENSUIT
tables, the Suit_Jetpack_Drain
stat is inconsistent with the UI, and considered incorrectly in the "perfection" calculation.
Currently, the column has a value between 0 and 1. The value is the fraction of life support consumed by the jetpack for the equivalent usage; e.g., a value of 0.8 means that the jetpack uses 80% of the fuel it normally would. In the in-game UI, this is reported as +20% efficiency. So that means that for the values in the table, a lower Suit_Jetpack_Drain
value is better; e.g., 0.8 is better than 0.95. The perfection calculation treats higher Suit_Jetpack_Drain
values as better, which is wrong. You can see this comparing UP_SNSUIT seeds 28862 and 68868. 28862 has +29% fuel efficiency but ~0.28 perfection, and 68868 has +5% fuel efficiency but ~0.50 perfection.
The easiest fix is just to replace all the values in the column with 1-[Current Suit-Jetpack_Drain]
, and redo the perfection calculation.
Please
After the sentinel version was updated, there were some changes in the upgraded module data.
The strength of personal Defence Systems was all reduced;(UP_SHLD1-X)
the damage of Pulse Spitter and all Vehicles Mounted Cannon were reduced;(UP_SMG1-X,UP_EXGUN1-4,UP_SUGUN1-4,UP_MCGUN2-4,)
The damage of Plasma Launcher was doubled;(UP_GREN1-X)
The Neutron Cannon was missing from C, B and A. (UP_CANN1-3)
Can you update it if it's convenient for you? Thank you very much!
Have you complied the lists for the Living Ship Modules?
Overview and progress tracker of changed items in the the Endurance update:
Weapon
Suit
Ship
Submarine
AlienShip
The base stats of the following items have changed and may need an update too:
SHIPJUMP_ALIEN -> Ship_PulseDrive_MiniJumpFuelSpending (Pulse Drive Fuel Efficiency) -> 1 -> 0.5 -> UA_PULSE
SHIPGUN_ALIEN -> Ship_Weapons_Guns_HeatTime (Heat Dispersion) -> 7.5 -> 10 -> UA_SGUN
-> Ship_Weapons_Guns_Damage (Damage) -> 320 -> 340 -> UA_SGUN
This is a fantastic resource; thank-you. I've used it to spot some minor errors in my own work done from play-testing.
However, I have noticed that the Hazard Protection Modules are Missing from your library here; as I went to make sure that I had the numbers correct on those & could not find files for them.
Keeping my fingers crossed that you add these too.
Either way, thanks again.
The seeds for upgrades are amazing, do you think its possible to do the same for living frigates and also their mutations depending on food type?
Someone did a bit of research manually already, but having a nice list would be great.
And don't suppose there is a way to match a seed to a system?
From what I gathered, each system always has the same frigate, and seems to be the case for when getting the first one via the Dream Aerial as well.
Every entry in UP_CANN4.csv has Weapon_Projectile_Damage = 10, which is incorrect. This value should vary from 10 to 14.
This file is of particular interest because the S-class upgrades are superior to the X-class upgrades for this particular weapon, and with a supercharged slot arrangement that is "almost square", the neutron cannon is the most powerful weapon in the game, with damage potential > 180,000.
Nobody seems to know what the best upgrade module seed is because the perfection column is incorrect because the weapon_projectile_damage column is incorrect.
Overview and progress tracker of changed items in the the Waypoint update:
Suit
Ship
AlienShip
Weapon
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