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Collection of every procedural item in No Man's Sky.

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Every Item Procedural

Maintained GitHub Release GitHub Repo Size Supported by the No Man's Sky Community Developers & Designers

This repository contains a collection of files with values of stats for every Procedural Item in No Man's Sky. This includes mainly technology upgrades but also the products (treasures/artifacts in-game).

Usage

Each item has two files, one easier for humans to read (.csv) and one better for programmatic processing (.parquet). Each file includes the seed, its weighted perfection in percent, the actual stats, and the procedural name in different languages. The files itself and the stats are named with the game internal names but you can use them without any developer knowledge.

All values are shown without rounding and without regard to its sign as it does not matter for the purpose of this. Most, but not all, stats are shown in a in-game like form. If not, the raw value is used (e.g. UP_RAIL1 always showed +2% but actually had a range from 30 to 40).

There is also the Pi.xlsx file which is a user friendly collection of best and most desirable seeds. It is categorized by inventory type and contains the best values for each stat per item in addition to those already mentioned. The file is automatically generated and not curated by hand.

Known Issues

The following items are currently outdated or not available due to changes in a newer yet unsupported game version. All supported versions can be can be seen below and the latest item update in the releases here on GitHub.

  • All Corvette parts from Voyagers 6.00 and Breach 6.10 are not available.

How it works 2.3

The current implementation utilizes NMS.py by monkeyman192. NMS.py (and its backend pyMHF) is included in this repository as submodules to ensure best compatibility.

Currently it is designed to only work with the following GOG.com versions which cover all changes/additions since the first one listed.

  • 4.13
  • 5.20
  • 5.61
  • 6.02

After cloning you must execute git submodule update --init in the newly created directory to initialize the NMS.py and pyMHF submodules. Then install both in your Python environment with the command pip install . by changing into the respective directories, starting with pyMHF and followed by NMS.py. Finally adapt the inline config at the top of the mod file to your needs and you are ready to go.

To run it, simply execute the command pymhf run .\NMSpy_mods\Pi.py. When NMS.py runs, a distinct terminal window opens where some information are logged. All output is marked with pi.

As soon as the menu appears in the game, you can start generating via the GUI window that opens short after the terminal. Both, technology and products, are enabled by default but and can be toggled separately. The generation will run a couple of minutes (depending on your machine) in the background with some progress logging. It is also possible to set custom values for each category to only generate those specific items (comma separated).

You can also extend the records with the generated names for multiple languages by running it multiple times with different language settings. After a generation is done, you can change the in-game language and immediately start it again without restarting. This will not overwrite existing names of other languages. The selected/new language will be shown in the log mentioned above.

Authors

Credits

  • monkeyman192 - Biggest thanks goes to him for creating NMS.py and the continuous support
  • DHarhan - Giving feedback about the desirability of certain stats and combinations
  • ICE and DarkWalker - Previously used scripts based on those shared by them in the Creative & Sharing Hub

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Collection of every procedural item in No Man's Sky.

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