recursal/Fanatic-Fandom huggingface dataset:
The Art of Door Destruction

> *Walkul, Formerly Walkul Door-Breaker, Was given command of the Western Heavy Door-smashers; whose signature weapons were a mixure of two-handed weapons. Given the apparant nature of the unit, the western heavy door-smashers became the primary shock troops for the western armies, and were one of the most valued units when it came to the final offensive.*
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>     It was at the final siege of du'door, that said unit smashed through the defences of the fortification in one fell swoop. After the battle that ensued in the fort's grounds, the Western heavy door-smashers were also responsible for the storming of the door-king's throne room, the destruction of the doom doors, the door-kings elite bodyguards, and the barbaric and very graphic slaying of the door king. (sketch on page 27)
>
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>     -Extract from 'Art of Door Desturction', Kron the door-slayer
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>

## Origins

Writen by Walkul Door-Breaker under the pen name Kron the Door-Slayer, detailing the events that transpired during the door wars. The book became a best-seller among the western Orcish communities, however nobody knows how many were sold, or how much profit was made, as nobody counted.

## Features & Traits

### **Door-Smasher**

*After reading up on the arts of door smashing, you know the weak points of doors and in which way to strike.*

(gain Advantage on attack rolls against doors)

**Gained From:**

* Reading *The Art of Door Destruction*
Illieth

East of all is the magical lands of Illieth, grasslands, forest and hills that the arcane call it’s home. It is famed for its capital city of Arcadia and the grand Arcana Academia, or its more common name, the Arcane University. The head of the region is the Arch Magister, the headmaster of the University, and handles with all the world mystical and magical issues. Many scholars and sages depart from these land in the search for ancient relics and in the pursuit of knowledge.
Not all however who live in Illieth are bless with magic, though the citizen have grown accustomed to using magical tools, most are of an average nature. Outside looking in people see the lands as mystical place of wonder, those looking out see it as the same hum drum as the rest.
PlotlinePlus

Current YouTube profile pic

**Jonathan David Hess**, also known as **PlotlinePlus**, is a guest commentator for VG Commentaries. Originally a main commentator, he left due to him believing that he's not very good at commentary. Jonathan makes video game redubs of *Sonic Adventure*, *Sonic Adventure 2*, and most recently, *The Legend of Zelda: Twilight Princess* with Malcolm as the voice of Link.

**Favorite Video Game Series:** Sonic the Hedgehog and Rayman

## Commentary Appearances

### On Lucas' channel

* Sonic Riders
* Hot Wheels Velocity X

### VG Commentaries

* Sonic Adventure DX: Director's Cut (Parts 1-6)
Referencing another SCENE from a SCENE

Currently, we know of two different methods of including one scene in another.

The first method is the simplest, and is generally what would be used when adding one scene into another.

For a scene that already exists in the game files, the scene file can be edited in a text editor, and a REFERENCE node can be added as a child of some other node in the scene. This child node will need to have some transform, and a SCENEPATH node in the list of ATTACHMENTS. This is the only attachment that this node type may have.

It should be noted that this method will cause the reference scene to inherit some properties of the parent scene. So for example, if you reference something to the space station scene, the object will extend the region within which you cannot warp, so it is not an appropriate method for spawning objects relative to a space station scene.

The second method is more advanced, but seems to get around the problems with the first method.

This method utilises the SELECTABLEOBJECTSTABLE in METADATA/SIMULATION/<some other folder...>/ as well as the GcObjectPlacementComponentData struct in an entity file attached to the model.
The Hearthlands

In the centre of it all is The Hearthlands, the capital of the pact and home to a large trading hub, Ancient’s gate the region's capital. It has another claim to fame as it possess inside itself the centre most settlement, Ashwood Fells. It is mostly grassland with a fair hill zones and a large mountain range dub the shatter spine mountains, the capital city is located within these mountains.
The reason for it being the seat of the pact is it’s the most accessible region out of them all with but a month's travel at most to venture to the capital.
Tarjeta de Sonido

Es un tipo de tarjeta que permite a tu ordenador procesar sonido, tanto de entrada como de salida para poder escuchar música o lo que quieras.

También convierten los datos digitales almacenados en los ficheros de audio, en señales que tu ordenador puede entender y enviar a los altavoces.

## Tarjeta de Sonido

Tarjeta de Sonido de la marca Sound Blaster.
Silvia

The last region is steeped in darkness and despair, Silvia. Once a great framing territory ruled by 7 noble houses not it is a blighted land were all suffer the curse of undeath, even the lands themselves. What was once open fields and cheerful villages is now nothing but death and war torn, yet the light has not left this land and the pact has united to help end this civil war and cure it of it’s disease."
The Knights of the Curing Flame

The Knights are a fanatic band of warriors who's order was formed a year after the Silvia Crisis began. Made from the vengeful and hating, they became tide of righteous fire that help fend off the Court of 5's armies at first. The order slowly, After seeing the horrors that Mortals could conjure, began to see the rest of the world not victims but villains. With this they left their posts and travel the world, purging those they see as evil and unlawful unaware the fact that they have become what they once fought.

They have been known to burn whole settlement down just because they deemed one person a target, either in their overzealous acts cause more collateral damage then they intended or as retaliation due to the rest of the settlement not giving them their target.
Halfinn Hagirdsson

Halfinn Hagirdsson is a Mountain Dwarf hailing from the small woodland town of Oakentree, a human and dwarven logging outpost a short distance from Slaghome. He joined the party of Wakul, Aiyla and Krodarr as they undertook the Trial of the Druid's in Slaghome.

## Appearance

Halfinn stands 4'5" with a muscular build that is typical of the Dwarves. Finn sports a long mane of umber brown hair and a braided beard to match. His face is weathered from the elements, this along with his cloudy grey eyes make him appear much older than he actually is. Finn typically dresses for the road, wearing a green cloak around his neck (that he often pulls the hood up on) and a tunic over his leather armor he sports during combat. Greens, greys, browns and blacks make up a majority of Finn's wardrobe choices, as to help him blend with the woodlands he often finds himself patrolling.

## Backstory

Halfinn, son of Hagird and Mathara, was born as the eldest child of his family. His father, Hagird, made a living as a brewer in Slaghome, oft serving in the city militia to defend against threats. After suffering a leg wound in a battle against a kobold raiding party, Hagird met his wife, Mathara whom was a cleric attending to the wounded. The two fell in love and said their Heart-Oaths, opening a tavern in the city and starting a family. Halfinn grew up learning his father's art, having a love for brewing while maintaining the Dwarven love of the martial arts. Finn showed great aptitude with a slew of weaponry from an early age, bows especially, and he was made a member of the Woodland Guard, a network of rangers and druids sworn to protect civilization from the dangers of the wilds.

He now bases his patrols out of the small logging outpost of Oakentree, slaying troublesome beasts in the area for what coin he can. With the growing threat of the white dragon in the area, he may see some greater dangers sooner rather than later.
ActionTrigger

<Data template=”GcTriggerActionComponentData”>

Inside this environment we can have Actions, and Triggers. If this environment has an ID, the TriggerAction can be called from a SimpleInteraction as well as a normal Interaction.

If you want the set of ActionTriggers to only be called upon interaction, the game has a reserved ID that is loaded when the object in created. This ID is BOOT. If you create an ActionTrigger with the ID BOOT it will be run when the object is created, but it will also block other actions from happening. Once you interact, the ActionTrigger you specify will be run, and you can chain/branch ActionTriggers from there.

For example usages see this list.

## Triggers

 GcBeenShotEvent
 GcPlayerNearbyEvent
 GcCreatureNearbyEvent
 GcAnimFrameEvent
 GcStormEvent

## Reserved ID’s

There seems to be a number of reserved ID’s by the game that are probably only called when certain things happen. The ID’s are as follows:

 INTERACTSTART
 INTERACTEND
 INTERACTDISMISS
 INTERACTOPTION
 INACTIVE
 NOTCONON1
 CONON1
RAM (Memoria de acceso aleatorio)

## RAM

Imagen de diferentes modulos de memoria RAM

La **memoria de acceso aleatorio** (*Random Access Memory*, **RAM**) se utiliza en los ordenadores para el sistema operativo, los programas y la mayor parte del software. En la RAM se cargan todas las instrucciones que ejecuta la unidad central de procesamiento (procesador) y otras unidades del computador.

Se denominan «de acceso aleatorio» porque se puede leer o escribir en una po

sición de memoria con un tiempo de espera igual para cualquier posición, no siendo necesario seguir un orden para acceder (acceso secuencial) a la información de la manera más rápida posible.
NMS REALITY GCRECIPETABLE

## Introduction

This page documents the structure of NMS\_REALITY\_GCRECIPETABLE.EXML.

That root element has a single child element: <Property name="Table">.

That element has a child Property element for every cooking and refiner recipe. Each recipe is a Property tag with a value attribute of "GcRefinerRecipe.xml".

### Recipe Structure

Recipe properties are described according to their names below. Each property has a name attributes and a value attribute.

* **Id**: uniquely identifies the recipe.
* **Name**: identifies the type of recipe.
* **TimeToMake**: time required to produce recipe. For 1:1 element recipes, this is value is multiplied by 4ms.
* **Cooking**: indicates a recipe for cooking food. Possible values: "True", "False".
* **Result**: identifies the output and output quantity, based on child elements.
	+ **Id**: substance ID.
	+ **Type**: unknown. Value is always "GcInventoryType.xml".
		- **InventoryType**: indicates inventory item type. "Substance" means elements, like "Ferrite Dust". "Product" means crafted item or alloy, like "Dirty Bronze".
	+ **Amount**: quantity produced per operation. This number is not limited by the stack size of the substance produced.
* **Ingredients**: identifies the recipe inputs. There is a child Property element for each input.
	+ **(unnamed Property element)**: the input substance.
		- **Id**: see above.
		- **Type**: see above.
			* **InventoryType**: see above.
		- **Amount**: quantity required as input per operation. In practice, this number is limited by the stack size of the substance produced.
GEOMETRY Files

GEOMETRY files, usually in the form NAME.GEOMETRY.MBIN.PC are MBIN files contaning 3D model data. The Blender Import Plugin is responsible for writing all data here, rather than doing so manually and as such, the GEOMETRY file is usually left untouched. An empty SCENE will work but still require an empty GEOMETRY file. On the other hand, No Man's Model Viewer is also capable of reading these files as well as exporting to a more usable \*.obj file.

In the VertexLayout and SmallVertexLayout there are a number of VertexElement nodes.

Each node corresponds to a set of data in the VertexStream and SmallVertexStream.

An important value in this data is the SemanticID. It can take a number of values and dictates how the geometry data is to be read/packed.

**SemanticID:**

* 0 - Vertices - packed using the opengl format code 5131 (IEEE half-float)
* 1 - UV's - packed using the opengl format code 5131 (IEEE half-float)
* 2 - Normals - packed using the opengl format code 36255 (INT\_2\_10\_10\_10\_REV)
* 3 - Tangents - packed using the opengl format code 36255 (INT\_2\_10\_10\_10\_REV)
* 4 - Bitangents - packed using the opengl format code 5121 (GL\_HALF\_NV or GL\_UNSIGNED\_BYTE ?)
* 5 - Blend Indices - packed using the opengl format code 5121 (GL\_HALF\_NV or GL\_UNSIGNED\_BYTE ?)
* 6 - Blend Weights - packed using the opengl format code 5131 (IEEE half-float)
Refrigeracion liquida

Refrigeracion liquida gigabyte

La **refrigeración líquida** consiste en extraer el calor de los componentes de un ordenador, ya que si no es así, muchos de los componentes dejarían de funcionar porque se queman, o se apagaría el ordenador, en caso de ser una placa moderna. A diferencia de la refrigeración por aire, usa agua como transmisor del calor. Se le puede añadir un líquido al agua del circuito de refrigeración líquida, para mayor refrigeración. Las ventajas de la refrigeración por agua en vez de por aire incluyen el mayor calor específico, densidad y conductividad térmica, de forma que el agua puede transmitir el calor a gran distancia con mucho menos flujo volumétrico y diferencia de temperatura.
Chance

38 year old Sorcerer

### Relatives

Mother ----- Alice ----- (Dead) Father ----- Drake ----- (Dead) Ex wife ----- jade ----- (Alive)

## Physical description

### Eye color

Green (like Potted Plants)

Professor at a school (pretty good one imo only killed 1 student so far) kappa

self described Neutral good

### Traits

* gambler
* Actually an idiot

### Known Languages

* Common
* Elvish
* Primordial
* silven

## Backstory

Chance is a ex-gambler who lived just on the money he won from bets. After living on the edge for several years his luck ran short as he was caught counting cards in a backstreet game involving the mafia. He then spent several months in hiding, avoiding the streets and sticking to the back roads and wilderness.

After some time in Arcadia he met a old man who told him he could change his life forever by giving him the ability to cast magic. The old man cast a spell causing a seal to appear on chance's back, and a coin in his palm thus giving him (limited) access to magic. The seal he was given was not full complete causing his magic to become corrupt and became a risk.

With his new found powers chance then wanted to full changed his life by joining the army and fight in the ongoing war of (ROB PLZ i need a name) where he slowly rose up the ranks eventually gaining the title of arch-mage known for his shifting luck and the ability to twist fate in his favour.

During his time in the Millay he witnessed many horrors such as his friends and fellow solders die beside him. He was given many orders which affected him mentally, The worst of which was to kill an old friend who was rumoured to have given Intel to the enemy. Finally after the war had ended he was awarded the title chance the twisted.

Gaining this title broke him causing him to leave the army and attempt to forget everything that happened. He was later picked up as a teacher ate the arcane university where he very quickly became one of the leave sorcerers there. making many friends with his colleges and students.

A few years later he hears about an orphanage from a old information broker for his gambling past he was still in contact with. He then set out to shut it down, saving may valentine. She then vanished leaving chance worried about her sanity going out on a quest to finder, with help from one of his friends Ragnar.

He is also known to be hated by the great church of saint rob, after finding out he was immortal he stopped caring for his life and himself. the deity of this church "saint rob" is so powerful he can even change someones past or description just because he doesn't like it. "Big rob" only answers to few providing them with the power from his blessing meanwhile others remain unseen by his light.

In a recent battle he trigged a misshap causing his age to decrease by 7 years.

NOTE: this page may change due to the Deity of Saint rob removing shit.

## Diary

He also writes a diary in his free time talking about his travels. Its written in special arcane ink making it invisible to everyone other than chance(sorry rob but its a think i was doing to take notes and i had to make it cannon some how) Link to diary here
GcCameraAerialViewData.xml

### Properties

* **Time** -
* **AerialViewMode** - accepted values are FaceOut, FaceDown, FaceDownThenOut;
* **TimeBack** -
* **StartTime** -
* **PauseTime** -
* **Distance** -
* **TargetOffsetAngle** -
* **Stages** -
* **SpeedLineDist** -
* **Curve** - for the accepted curve values check Curves;
* **CurveDown** -
* **SlerpCurve** -
Compiling Mods

## Introduction

Assuming you've looked into how to add an existing object to the build menu, you'll need to remember that the files you modified must have the same exact directory structure as you found them originally. For example, if you modified an MBIN file inside a directory called **/METADATA/REALITY/TABLES/**, you must preserve the same directory structure. You don't need to copy other files in the same directories if you didn't modify them, as this will only increase the size of your mod.

If you copied the directory into another folder such as "MY MOD", your directory will be **/MYMOD/METADATA/REALITY/TABLES/** and so on. ***However, make sure that MYMOD doesn't contain ANY special characters (e.g. ( ) or [ ]), otherwise NMS Modding Station will NOT pack the mod correctly.*** This is due to an aspect of PSARCTool built into Modding Station, and applies whether you're using PSARCTool.exe or NMS Modding Station to pack your mods.

## Packing Mods

To create your own PSARC archive, or .pak file, configure a projects folder path in NMS Modding Station via the top left Setup option, Set Path to Your Mod Projects folder/directory.

If you don't have such a folder/directory yet, create one called something like **\My Mod Projects\**. Within this folder you would place **\MYMOD\[duplicated game directory structure]**.

Once you have the directory structure sorted out and your recompiled MBINs in the appropriate folders (e.g. **BASEBUILDINGTABLE.MBIN** in **\METADATA\REALITY\TABLES**), double click MYMOD folder in the Project tab of NMS Modding Station, right click within the MYMOD folder, select Pack Mod, and you'll find yourself with a .pak called MYMOD.pak. Feel free to name this file anything you like, but the general convention is \_MOD.MYNAME.MYMOD.pak.

## Running Mods

As of the Foundation Update, all mods are now run from a new MODS folder that you make in your default PCBANKS directory. Simply pop the ENABLEMODS.txt in the PCBANKS directory in a backup folder somewhere, then place your .pak file inside the MODS folder and run the game to check that your mod is working as intended!

It's important to note that mods are run in alphanumerical order, so the numbers/letters you use for your mod's filename will affect load order (e.g. 'a' would load first between filenames only with letters, and 'z' would load last, potentially overriding changes from earlier mods if they use the same files). Alongside that, as a simple matter of course, mods that use the same files will be overrode by the last mod to be loaded.

Considering this, if you don't wish to test for mod conflicts/issues, simply notify users in your mod description of what files you've modified and that this may create conflicts/issues with other mods that have changed the same files.
Adding information to the in-game Wiki

With the Atlas Rises Update we've gained an in-game Wiki which is used by the vanilla game to show helpful information to the player. However, this is a perfect place to give players information about our mods and how they can best be used.

This guide will show you *how* to edit the Wiki pages to include your information and establish some base guidelines on how to add info so players can find mod information in the same places consistently.

The file you will want to modify is /METADATA/REALITY/WIKI.MBIN.

Once you decompile it and open up the exml file You'll want to navigate to the 5th GcWikiCategory section which is for New Features in Vanilla. I changed it to New Features and Mods.

Now you'll want to copy and paste the last GcWikiTopic section in that category and use it for your mod.Change the Topic ID to your mod name, add a reference to your custom mod icon if you made one (if you didn't just pick a vanilla DDS icon that fits).

Now you'll want to move down into the Pages section (NOTE: You can make multiple pages and it will work except the player won't be able to access anything but your first page as HG did not implement a 'Next Page' button).

The PageID will basically be your mod name again and the Content section is where you're going to put the majority of your text.

A couple things you'll want to know regarding Content. First of all, if you're putting a decent amount of text here (which you probably are) you'll need to actually put it into the LANGUAGE file and just reference it from Content the way it's done in Vanilla. But if you have (I'm guessing) less that 256 characters you may be able to cram it in here

&#xA;&#xA; is line break. You'll want to put it at the end of your paragraphs.

&lt;TECHNOLOGY&gt;Base Teleporter&lt;&gt; is the format to high-light things a different color. You can replace TECHNOLOGY with other types and it will alter the color.

You can also reference keyboard shortcuts that will auto-update based on the players control config (keyboard, controller, etc). &lt;IMG&gt;CYCLEWEAPON&lt;&gt; would reference the button the player needs to push to cycle their weapons.
Mod Creation by hex editing MBINs

If the MBIN you want to edit is not supported by MBinCompiler (yet) after NMS updates you can still change the MBin files by using a hex editor. The MBINs store the game values in a binary serialized form. In order to update a mod you can use a binary comparison so that both the old version MBIN values and the old modded MBIN values can be compared. Then you can apply the changes you have detected to new original MBIN. Sometimes values have shifted and you need to recognize the patterns by human eye.

**Here is a little HexEditor tool list:**

* 010 (paid, with 30 day trial)
* HxD (freeware, proprietary)
* Hex Editor Neo (free, has paid versions)
* Hex Workshop (paid)
* HexEdit (mac only?)
Spawning and testing Objects/Scenes

There are several ways of making your scenes (essentially objects) appear in game:

* As new Basebuilding item
* Entity related: Using GcObjectSpawnerComponentData

(see MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\TECH\OBJECTSPAWNER\ENTITIES\OBJECTSPAWNER.ENTITY.MBIN)

* By adding the scene/object into a spawn table (LevelOneObjects), likewise one that is always valid on every planet/biome: METADATA\SIMULATION\SOLARSYSTEM\BIOMES\OBJECTS\LEVELONEOBJECTS\FULL.MBIN METADATA\SIMULATION\SOLARSYSTEM\BIOMES\OBJECTS\RARE\ALWAYSPRESENT.MBIN
* Entity related: Using GcSpawnAction that gets triggered by e.g. a player interaction. (This doesn't seem to work anymore and was only used in pre release code used for the E3 Demo)
* Entity related: TkReferenceComponentData and referencing the scene file path ("Reference" value)
* Entity related: GcNodeActivationAction with filled entry SceneToAdd
* Attachment to an existing scene. You can use all existing game objects to attach another scene or entity to it. You can also change the relative positio, rotation and scale. Best is adding it to the children section of a scene. You can use this template:

> <Property value="TkSceneNodeData.xml">
>
>
>
>   <Property name="Name" value="MODELS/CUSTOM/CUSTOMSCENE1" />
>
>   <Property name="NameHash" value="0" />
>
>   <Property name="Type" value="REFERENCE" />
>
>   <Property name="Transform" value="TkTransformData.xml">
>
>     <Property name="TransX" value="0" />
>
>     <Property name="TransY" value="0" />
>
>     <Property name="TransZ" value="0" />
>
>     <Property name="RotX" value="0" />
>
>     <Property name="RotY" value="0" />
>
>     <Property name="RotZ" value="0" />
>
>     <Property name="ScaleX" value="1" />
>
>     <Property name="ScaleY" value="1" />
>
>     <Property name="ScaleZ" value="1" />
>
>   </Property>
>
>   <Property name="Attributes">
>
>     <Property value="TkSceneNodeAttributeData.xml">
>
>       <Property name="Name" value="SCENEGRAPH" />
>
>       <Property name="AltID" value="" />
>
>       <Property name="Value" value="MODELS/PLANETS/BIOMES/COMMON/BUILDINGS/PARTS/BUILDABLEPARTS/TECH/PARTS/OBJECTSPAWNER/BALL.SCENE.MBIN" />
>
>     </Property>
>
>   </Property>
>
>   <Property name="Children" />
>
>
>
>
> </Property>
>
>

**Spawning a scene and forcing the procedural generation to use a specific seed:**

Spawn tables have a seed value you can force the game to use. See in METADATA\SIMULATION\SOLARSYSTEM\BIOMES\OBJECTS\.

Scene references in scene have a ALTID value where you can add the SCENE part names of the main procedural SCENE.

If you want to get a ship with a specific seed you can either create yoursefl a custom reward with a seed value defined in the reward table entry or use savegame editor to alter the seed.
GcPlanetData-RE

The GcPlanetData struct is written to memory mainly by a single function that is nested within a function that generates the solar system data.
A few locations that are useful to look at (all de-based 1.38 GOG exe):
0x140F07460 - This function contains quite a few functions that write terrain data, minable materials, weather and various other properties.
A few of it's arguments are:

* a2: The location in memory where the GcPlanetData struct will be writeen
* a3: The section of memory after the GcPlanetData struct (ie. a2 +0x34F0)
* a4: The 0x60 bytes of data before the GcPlanetData struct

Details on the planetdata struct can be found here: https://github.com/monkeyman192/MBINCompiler/blob/development/libMBIN/Source/Models/Structs/GcPlanetData.cs

By observing what reads and writes various values in the GcPlanetData struct we can find the functions used to generate these properties, which often leads back to finding globals as well as naming many variables within the exe.

As the GcPlanetData struct is mapped out for MBINCompiler, we will list the contents (if known) of both the pre and post-GcPlanetData sections.

***Pre-GcPlanetData (0x60):***

* +0x58 - Index of planet in the system

***Post-GcPlanetData(0x??):***

* +0x00 - Planet and voxelGen Seed
* +0x10 - GalaxyStarType
* +0x14 - PlanetClass
Reference Tables

By utilizing the spreadsheet linked below you can find references to most of the elements that you will be using to build mods that exist in game.  Most of the relevant default values have been included as well for reference.  There is a lot of information provided on the different tabs of this spreadsheet so makes sure to utilize it.

* Biome Types
* Damage Types
* Technology Types
* Tech Crafting Requirements
* Player upgrades and stats (like armour values, laser damage, etc)
* Products and Substances (including values, charge amounts, legality, etc)
* Stat upgrades
* Creature Data (including movement speed/range, swarm data, min/max scales, etc)
* Weather Table (including temps, toxicity, and radiation.  As well as a separate table showing at what temperature damage begins to occur, for weather mods this is very useful)
* Weather Text (cross reference from in-game text to weather ID)

**Note**: This spreadsheet has not yet been fully updated to include new data introduced in the 1.3 Atlas Rises update. However most of the information contained on the spreadsheet should be complete, albeit some may be missing. This table is open to edit and update for any interested.

<googlespreadsheet width="800" height="800" style="width:100%">1smwBwZ77Z-2UZkrSYAW23lk8-1mWqrka8i82LHPo8kM</googlespreadsheet>

Link to the Google Spreadsheet

Also useful, just a Google Spreadsheet with a cross reference of all the text values and their IDs.  I've found that the size of this file slows down my PC if I keep it open in Notepad so let Google's Server handle that large file!

Just English Text.

Also an Updated Version of the Google Spreadsheet by @jesuschrist

https://docs.google.com/spreadsheets/d/1CUMiNmxIDlPTHTcLVkq99tTXgkvrQCN1Y1M70\_zjkPw/edit#gid=0

The second of these spreadsheets is maintained and managed by theFisher86.  If you have any questions or notice something wrong please contact me on Discord  at @theFisher86
SimpleInteraction and Interaction Types

**As of NMS 2.1 you can use the following interactions within GcSimpleInteractionComponentData respectively GcInteractionComponentData in ENTITY files:**

### **SimpleInteractionType:**

"BaseCapsule"
"BaseTreasureChest"
"Beacon"
"BiomeHarvester"
"CallShip"
"CallVehicle"
"Chair"
"Chest"
"ClaimBase"
"Collectable"
"Feed"
"FreighterChest"
"FreighterGalacticMap"
"GenericReward"
"Hologram"
"Interact"
"Ladder"
"NoiseBox"
"NPCTerminalMessage"
"Portal"
"ResourceHarvester"
"Save"
"Scan"
"SpawnObject"
"Tech"
"TeleportEndPoint"
"TeleportStartPoint"
"Treasure"
"VehicleBoot"
"Word"

#### **InteractionType:**

"AbandonedBuildings"
"AbandonedShip"
"AbandonedShip\_With\_NPC"
"AnomalyComputer"
"AtlasPlinth"
"AtlasStation"
"BaseGridPart"
"BuildingShop"
"ByteBeat"
"ClaimBase"
"ClaimBaseAnywhere"
"CrashedFreighter"
"CreatureFeeder"
"CustomiseCharacter"
"CustomiseShip"
"CustomiseVehicle"
"CustomiseWeapon"
"DistressBeacon"
"Epilogue"
"ExoticExtra1"
"ExoticExtra2"
"ExoticExtra3"
"ExoticExtra4"
"ExoticExtra5"
"ExoticExtra6"
"Factory"
"FleetCommandPost"
"FleetNavigator"
"Frigate"
"GlitchyStoryBox"
"GraveInCave"
"GuildEnvoy"
"Harvester"
"HoloExplorer"
"HoloHub"
"HoloNoone"
"HoloSceptic"
"LocationScanner"
"ManageExpeditions"
"ManageFleet"
"MapShop"
"MessageBeacon"
"MessageModule"
"MissionGiver"
"Monolith"
"MPMissionGiver"
"NetworkMonument"
"NetworkPlayer"
"NexusDailyMission"
"NexusMilestones"
"None"
"NPC"
"NPC\_Anomaly"
"NPC\_Anomaly\_Secondary"
"NPC\_Closure"
"NPC\_CrashSite"
"NPC\_Freighter\_Captain"
"NPC\_Freighter\_Captain\_Secondary"
"NPC\_Freighter\_Crew"
"NPC\_Freighter\_Crew\_Owned"
"NPC\_HIRE\_Builder"
"NPC\_HIRE\_Builder\_Wait"
"NPC\_HIRE\_Farmer"
"NPC\_HIRE\_Farmer\_Wait"
"NPC\_HIRE\_Scientist"
"NPC\_HIRE\_Scientist\_Wait"
"NPC\_HIRE\_Vehicles"
"NPC\_HIRE\_Vehicles\_Wait"
"NPC\_HIRE\_Weapons"
"NPC\_HIRE\_Weapons\_Wait"
"NPC\_Recruit"
"NPC\_Recruit\_Secondary"
"NPC\_Scavenger"
"NPC\_Secondary"
"Observatory"
"Outpost"
"Plaque"
"Portal"
"PortalActivate"
"PortalRuneEntry"
"RadioTower"
"Ship"
"ShipPilot"
"Shop"
"SignalScanner"
"SpaceStation"
"SpecialsShop"
"StorageContainer"
"StoryUtility"
"SuitTerminal"
"TechShop"
"Teleporter\_Base"
"Teleporter\_Nexus"
"Teleporter\_Station"
"TradingPost"
"Vehicle"
"VehicleRaceStart"
"WaterRuin"
"WeaponTerminal"

More ENTITY actions can be found here.

Also see **QuickMenuActions and InputActions. These are not ENTITY related but mentioned here for a round up of all available actions in game.**
Vulkan Shader Modding

Editing shaders after the NMS Vulkan update (2.0+) has become tricky. GaticusHax has found a way to mod shaders nontheless. Here is his comment from the NMS modding discord:

"If anyone wants to mod shaders...
You should download this tool package: https://github.com/google/shaderc
Direct link to download: https://storage.googleapis.com/shaderc/badges/build\_link\_windows\_vs2017\_release.html
These are command line tools, for compiling glsl to vulkan and for cross-compiling (decompiling) vulkan to glsl.
There are similar tools in the Vulkan API but these are better.
Unzip it wherever you want: eg. `C:\Tools\google-shaderc\`

You should add the `C:\Tools\google-shaderc\bin` path to your PATH environment variable.
Use `spirv-cross` to decompile the binary vulkan shaders to human-readable glsl.
Eg: `spirv-cross --version 450 --vulkan-semantics --stage vert PSTREAM_VERT_PSTREAM_STARS_0.SPV > PSTREAM_VERT_PSTREAM_STARS_0.GLSL`

Edit the glsl.
Use `glslc` to compile the glsl to vulkan.
Eg: `glslc -std=450 -fshader-stage=vertex -o "PSTREAM_VERT_PSTREAM_STARS_0.SPV" "PSTREAM_VERT_PSTREAM_STARS_0.GLSL"`

Make sure you set the correct shader stage. See `glslc --help` for options.
Don't forget to rebuild all the relevant shader variants with your changes as well.
Each variant corresponds to a combination of flags found in the material files. (eg `_F01_DIFFUSEMAP`)
There are 64 possible flags. The value on the end of the shader name, such as `ATMOSPHERE_FRAG_CLOUD_769.SPV` is the 64-bit mask of the material flags.
In this case, the value is 769. In binary, it would be 00000000 00000000 00000000 00000000 00000000 00000000 00000011 00000001
This means, that flag 01, 09 and 10 (`_F01_DIFFUSEMAP`, `_F09_TRANSPARENT`, `_F10_NORECEIVESHADOW`) are defined for this shader (smallest bit is on the right)."
NMS Model Importer Reference Guide

WIP!!!

This is designed to be a reference guide to the NMS Model Importer

The first object you should create when making a new scene in Blender is the NMS\_SCENE object. This is an empty node located at the origin (0,0,0) that ANY objects you wish to be included in the scene MUST be a child of.

The model importer supports arbitrary hierarchies, so you can nest multiple meshes inside other meshes for example if you so wish.

The format of the table below will be laid out as follows:

Each object name will be specified with an object type if necessary, and below it will be each of the possible custom properties it can be given.

## **Object types:**

* **NMS\_SCENE (Empty object):**

*BATCH* - 0 (no batch mode) or 1 (batch mode). If batch mode is activated, each of the direct child nodes of the NMS\_SCENE object will be exported separately.

*GROUP* - This is a string that can be set to allow for the scene to be output to *name/group/scenename.scene* instead of *name/name/scenename.scene* as is default. This makes it easier to group together similar models.

* **NMS\_<NAME>:**

These are the mesh objects. They currently do not have any custom properties but they can have the following objects as children objects which will affect the mesh:

* **ROTATION (empty arrow):**

This object will point in the direction that you want the object to be rotating around. The size is equal to the speed at which it will rotate.
GcCameraShakeData.xml

### Properties

* **Name** -
* **TimeStart** -
* **TotalTime** -
* **DecayRate** -
* **StrengthSale** -
* **ThirdPersonDamp** -
* **CapturedData**
	+ **Active** -
	+ **ShakeStrength** -
	+ **ShakeFrequency** -
	+ **VibrateStrength** -
	+ **VibrateFrequency** -
* **MechanicalData**
	+ **Active** -
	+ **ShakeStrength** -
	+ **ShakeFrequency** -
	+ **ExtraShakeFrequency** -
	+ **VibrateStrength** -
	+ **VibrateFrequency** -
	+ **ExtraVibrateFrequency** -
* **FOVStrength -**
* **FOVFrequency** -
Movie/TV Commentaries

The complete list of movie and TV show commentaries based on video games.

## Movie Commentaries

1. Sonic the Hedgehog OVA (*on Seth's channel*)
2. Super Mario Bros.: The Great Mission to Rescue Princess Peach!

## TV Commentaries

### Sonic Boom

1. S1E02: Can an Evil Genius Crash on Your Couch for a Few Days? (*on Lucas' channel*)
2. S1E39: Battle of the Boy Bands (*on Lucas' channel*)
3. S1E40: Tails' Crush (*on Malcolm's channel*)
4. S1E43: Fire in a Crowded Workshop (*on Seth's channel*)
5. S1E44: It Wasn't Me, It Was the One-Armed Hedgehog (*on Scott's channel*)
6. S1E52: It Takes a Village to Defeat a Hedgehog (*on Seth's channel*)

### Sonic X (JPN)

1. Enter the Supersonic Hero!
2. Infiltrate! Area 99
List of Properties for ENTITY files

There are a large number of possible Properties that can be added to ENTITY files within the *TkAttachmentData* Property. Pretty much all of the Properties that can be used end with *ComponentData*.

We will as many as possible here and, where known, will give details on each one and how it works.

This will be a work in process for a while due to the large number of Properties available for use.

* TkAudioComponentData
* GcSimpleInteractionComponentData
* GcScannableComponentData
* TkPhysicsComponentData
* TkRotationComponentData
* GcTriggerActionComponentData

See this entity reference list for a more detailed list of what is useable.
Power Rank to Shinobi Rank Conversion

### Description

The following table provides an easy point of reference to let people know what the different Power Ranks from the Marvel FASERIP System are in relation to the Shinobi Ranking System found in Narutoverse. I will also provide the equivalent weight that a character with the associated Strength score can lift if they roll a Yellow Strength FEAT.

### Ranking System

```
Shift 0      = Less Than 50 Lbs     = Low E-Rank
Feeble       = Up to 50 Lbs         = Mid E-Rank
Poor         = Up to 100 Lbs        = High E-Rank
Typical      = Up to 200 Lbs        = Low D-Rank                   = Average Civilian
Good         = Up to 400 Lbs        = Mid D-Rank                   = Average Genin
Excellent    = Up to 800 Lbs        = High D-Rank to Low C-Rank
Remarkable   = Up to 1 Ton          = Mid to High C-Rank           = Average Chunin
Incredible   = Up to 10 Tons        = High B-Rank to Low A-Rank
Amazing      = Up to 25 Tons        = Mid A-Rank                   = Average Jounin
Fantastic    = Up to 50 Tons        = High A-Rank
Spectacular  = Up to 100 Tons       = Low S-Rank                   = Average Kage
Monstrous    = Up to 250 Tons       = Mid to High SS-Rank          = 1-5 Tails
Wondrous     = Up to 500 Tons       = Low SS-Rank                  = 6-8 Tails
Unearthly    = Up to 1,000 Tons     = Mid to High SS-Rank          = 9 Tails
Shift-X      = Up to 2,000 Tons     = High SS-Rank to Low SSS-Rank = 10 Tails
Shift-Y      = Up to 4,000 Tons     = Mid SSS-Rank
Shift-Z      = Up to 10,000 Tons    = High SSS-Rank
Class 1000   = Can move Moons       = Low SSSS-Rank
Class 3000   = Can move Planets     = Mid SSSS-Rank
Class 5000   = Can move Black Holes = High SSSS-Rank
Beyond       = Infinite             = Off the Charts

```
PAK file load order and legal characters

By GaticusHax:

This is a list of all legal chars that NMS doesn't ignore and in the order
they will appear in your folder (if it's the first character of a filename).

The chars displayed MAY not display correctly depending on the font you are using.
Don't copy-paste the chars, it won't always work as you would expect.

Use the ALT+NUMPAD codes to get the correct character.
For example, if you want the one-fourth symbol, hold ALT and using the number pad, enter the code.
It ONLY works with the number pad, not the top row of numbers on your keyboard.

! ALT+33
# ALT+35
$ ALT+36
% ALT+37
& ALT+38
( ALT+40
) ALT+41
, ALT+44
. ALT+46
; ALT+59
@ ALT+64
[ ALT+91
] ALT+93
^ ALT+94
\_ ALT+95
` ALT+96
{ ALT+123
} ALT+125
~ ALT+126
¡ ALT+173
¿ ALT+168
¢ ALT+155
£ ALT+156
¥ ALT+157
+ ALT+43
= ALT+61
« ALT+174
» ALT+175
§ ALT+21
¬ ALT+170
¶ ALT+20
• ALT+7
0 ALT+48
¼ ALT+172
½ ALT+171
1 ALT+49
2 ALT+50
3 ALT+51
4 ALT+52
5 ALT+53
6 ALT+54
7 ALT+55
8 ALT+56
9 ALT+57

These here are all in alphabetical order.
(accented chars are sorted just after their plain char counterparts)
All of the legal acent chars are listed here, to keep the list shorter, I've only listed the A,a and Z,z chars.
Of course you don't need those codes anyway.

A ALT+65
a ALT+97
â ALT+131
ä ALT+132
à ALT+133
å ALT+134
Ä ALT+142
Å ALT+143
á ALT+160
ª ALT+166
æ ALT+145
Æ ALT+146
' ALT+39
- ALT+45
Ç ALT+128
ç ALT+135
é ALT+130
ê ALT+136
ë ALT+137
è ALT+138
É ALT+144
ƒ ALT+159
ï ALT+139
î ALT+140
ì ALT+141
í ALT+161
ñ ALT+164
Ñ ALT+165
ö ALT+148
ò ALT+149
Ö ALT+153
ó ALT+162
º ALT+167
ü ALT+129
û ALT+150
ù ALT+151
Ü ALT+154
ú ALT+163
ÿ ˜ALT+152
Z ALT+90
z ALT+122
TkModelRendererData.xml

### Properties

* **Camera**
	+ **Distance** -
	+ **Offset** -
	+ **Pitch** -
	+ **Rotate** -
	+ **LightPitch** -
	+ **LightRotate** -
	+ **Wander**
		- **CamWander** -
		- **CamWanderPhase** -
		- **CamWanderAmplitude** -
* **Fov** -
* **AspectRatio -**
* **ThumbnailMode** -
* **FocusType** -
* **FocusLocator** -
* **FocusOffset** -
* **FocusInterpTime** -
* **BlendInTime** -
* **BlendInOffset** -
* **Anim** -
* **HeightOffset** -
* **UseSensibleCameraFocusNodeIsNowOffsetNode** -
NMS Texture Format

No Man's Sky uses mainly DDS images as texture maps but also accepts formats such as PNG, JPEG, and PSD as per Horde3D specification. As such, it is highly recommended to use the Nvidia DDS plugin for Photoshop, GIMP, or any image editor of choice with DDS file handling capabilities.

Due to the way shaders have been written, the arrangement of textures overall differ from what is more commonly known in other game engines. The most commonly used shader is called the Ubershader and functions similarly to Unity's Standard Shader (physically-based rendering) but with a few differences as discussed below and in the MATERIAL page.

## Usable Texture Maps

### Diffuse Map

The basic diffuse is practically the same as a basic 2D texture in most engines. The map contains RGB data containing the albedo colors for your object's texture. It is important to take note of the way channels are read by shaders.

* RGB channels - color information for your albedo map.
* Alpha channel - this channel is used for transparency, and emissive textures. (all these material flags read from the same channel and as such, you can't have all of these flags running at once)

### Mask Map

The mask map contains other color information used by NMS.

* Red channel - As of Companions, this channel is used for metalness maps. Previously used as Ambient Occlusion map pre-Atlas Rises.
* Green channel - a gloss map is used here. Despite the material settings specifying this should be a roughness map, the way they look in the textures implies it's really a gloss map, basically an inverted roughness map.
* Blue channel - has something to do with detail textures but is largely unused for most models. It is also used for determining where custom colors are applied in base-building - White receives primary color, grey (#848484) receives secondary color, and black retains original texture color.
* Alpha channel - Used for the F35 glow mask. White areas of this channel will cause the corresponding areas of the diffuse image to glow.

### Normal Map

As of the NEXT update, NMS uses YX -> RG normal maps. In other words, whatever is usually in your R channel is in G and vice versa compared to standard normal maps.

## Terrain texture formats

The terrain texture files are located in TEXTURES/ATLASES/TERRAIN

These textures are slightly different to the normal textures used by the game as the are volume textures, so each file contains 10 layers of textures.

There are 3 Textures, each in a specific .DDS format:

**Diffuse** - Four CC, 4-bit DXT1, 1-bit alpha

**HSV** - Four CC, 4-bit DXT1, 1-bit alpha

* HSV version of the RGB diffuse map (we aren't sure yet)

**Normal** - Four CC, 8-bit DXT5

* Red channel - most likely a heightmap for texture blending
* Green channel - actual normal map X
* Blue channel - looks like an inverted specularity map
* Alpha channel - actual normal map Y
ENTITY Files

ENTITY MBINs describe the functionality attached to nodes in SCENEs and control various attributes such as health, damage effects, offering the player rewards and more. In a Unity GameObject, ENTITY MBINs add preexisting script actions to a SCENE.

In No Man's Sky there is a very large list of *Properties* that can be placed in ENTITY files.

For details on all the different Properties that can be put in the ENTITY file have a look at the full list.

It is always useful to have the structs for these properties handy when editing them so you know what type of value each *Property* requires.

One crucial *Property* for most ENTITY files to have is the TkPhysicsComponentData *Property*. This *Property* allows for the object to have collisions. Although having a TkPhysicsComponentData *Property* doesn't automatically give the associated SCENE node collisions, without it, the object will have no collisions whatsoever. Fortunately, this is handled automatically by the Model Importer, so if you create a custom model your auto-created ENTITY files will already have some basic physics data to provide your model collisions, but these may still need some adjustment.

### Interaction *Properties*:

There are two different *Properties* that can be put in an ENTITY file to make something interactive. The first provides more immediate interactions such as pressing a button and opening a crate, while the second creates dialogues that press you to make a choice to get a particular reward/outcome:

* GcSimpleInteractionComponentData
* GcInteractionComponentData
Narutoverse Template

### Attributes

```
    **Strength:** ...
       **Speed:** ...
     **Stamina:** ...
**Intelligence:** ...
    **Reflexes:** ...
    **Charisma:** ...

```

### Combat Abilities

```
           **HSPS:** ...
   **Chakra Level:** ...
 **Chakra Potency:** ...
 **Chakra Control:** ...
**Chakra Recharge:** ...

```

### Combat Skills

```
    **Offensive Ninjutsu:** ...
    **Defensive Ninjutsu:** ...
**Supplementary Ninjutsu:** ...
      **Medical Ninjutsu:** ...
              **Genjutsu:** ...
              **Taijutsu:** ...
             **Bukijutsu:** ...
             **Fuinjutsu:** ...

```

### Known Techniques

```
**Technique Name *(Technique Rank)*:** Technique Description

```

### Character Details

**Appearance:** ...

**Demeanor:** ...
Zobar Hakk

**Zobar Hakk** was a garrison town founded in 587 during the reign of Kharan II. Situated along the upper stream of the Red Šyul, near the central valley of the Ore Mountains it has served ever since as the de facto capital of the region. For over two centuries it was a seat of Hadašhim power, before Manlisan mercenaries besieged and captured it in 757. It stood empty for some years, but after the tribe consolidated its power, they recognised the strategic location and reoccupied it, turning it into a true capital of a sovereign state.
Meln Silverkin

**Meln Silverkin** es una humana guerrera, actual líder de la Liga de Aventureros

## Trasfondo

Meln es hija de nobles de la alta sociedad de Neverwinter. A ella no le interesaban los bailes de las clases altas ni las intrigas de las cortes, si no que ya desde niña prefería las historias de aventuras y héroes legendarios.

Para el disgusto de sus padres, decidió buscar empleo como mercenaria. Después de muchos trabajos y peligros, acabó por tener un grupo de compañeros leales, y se hicieron llamar 'Los cinco sellos'.

Pero incluso los héroes más poderosos pueden ser derrotados. Los cinco se encontraron con algún peligro que ni ellos pudieron salvar. Meln salió viva por los pelos, habiendo perdido un ojo y quedando lisiada de por vida. Su joven escudero volvió envejecido y débil. De los otros no se sabe nada.

La guerrera decidió retirarse, y volvió a su ciudad natal. Cerca de allí, compró una pequeña hacienda, que serviría como la sede de la Liga de Aventureros.
Blocking people

# Block log

Help

*View the **list of active blocks** or **calculate a rangeblock**. See also the global IP block log and the log of local enabling/disabling of global blocks.*
This is a log of user-block/unblock actions. Auto-blocked IP addresses are not listed here, but can be found at Special:AutoblockList. See Special:BlockList for the full list of currently operational blocks. See Wikipedia:Blocking policy for further details.

You may enter the name of the blocking/unblocking administrator and/or the user or IP who was blocked/unblocked.

**Performer** is the name of the admin, without any prefix
**Target** is the name of the user, IP or IP range, written with the prefix "User:"
* 17:40, 13 December 2023 HJ Mitchell talk contribs blocked 81.144.122.91 talk with an expiration time of 1 month (anon. only, account creation blocked) (Vandalism)  Tag: Twinkle
* 19:04, 10 October 2023 HJ Mitchell talk contribs blocked 81.144.122.91 talk with an expiration time of 31 hours (anon. only, account creation blocked) (Vandalism)  Tag: Twinkle)
Puerto Paralelo

Es un puerto que sirve para poder conectar un periférico a un ordenador y su nombre viene por el envío de datos, que van en conjunto de 8 bits.

Se utilizaba para conectar impresoras, unidades de disco ZIP y escáneres, ya ha sido reemplazado por el puerto USB aunque aún venga incorporado en las placas base.