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The subject of this article is from the Frontiers update.
The information from this article is up-to-date as of 15 February, 2022.

Datamining is a process of discovering unused assets in the files of a game.

Summary[ | ]

Datamining is a process where the data is extracted from the game files. It may include content which may never actually appear in No Man's Sky.

Data mining tools, like NMS Modding Station and MBINCompiler, are essential to extract this information.

Please note the unknown text strings can be easily misinterpreted and should be considered as spoilers.

General Information[ | ]

Since No Man's Sky uses its own engine, most of its assets are stored in an unusual format called .Pak files. These files act as compressed or "Zipped" files, wherein the game "unpacks" the files and loads assets from within. These .Pak files contain several types of files, these being:

  • MBIN: The main asset files of No Man's Sky. These can contain tables which contain information the game uses to generate systems, biomes, colours etc, or may contain models or UI assets. Unity Engine users may find that MBIN files are similar in nature to Unity Prefabs. Note: This file format is unreadable by any program, save for the No Man's Sky Engine. The MBIN Compiler tool, created by MonkeyMan192 which converts the Binary of the files to a Human Readable EXML format is the only way to extract and read these files. These files have the following characteristics:
    1. .SCENE Files: Model files.
    2. .GLOBAL Files: Variables for several things, from as Sentinel shooting/ spawning rates to settlement timers.
    3. .ENTITY Files: Attached to models, contain Nodes which reference data for these models, such as the type of interaction, Audio data etc.
    4. .DESCRIPTOR Files: Contain information for procedurally generated objects, such as starships, space stations etc.
  • DDS: An image storage file format, commonly used in the game industry. These contain all sorts of textures used by the game, ranging from starship textures to UI icons. Can be easily edited in Photoshop, GIMP or Paint.net
  • WEM: Wwise Audio engine's Audio Files.

The format pasted on this page is the EXML format, used to show each key and its values in the files. One can also use the EBIN format created by Cmkushnir for NMS Mod Builder, a much simpler, plain-text implementation of LibMBIN to display files in a simpler manner, and make them editable via C# scripts.

Features not yet implemented[ | ]

Research Station[ | ]

UI_RESEARCH_STATION_DESC

An advanced data analysis station, of particular use to explorers attempting to catalogue a planet in its entirety.

The station takes in environment data and offers its prediction for likely <TECHNOLOGY>locations of undiscovered creatures<>." />

Customisation of ships and multitools[ | ]

Note: This feature appeared to work, albeit in a glitchy manner when NEXT first launched. It could be forced by changing the interaction Type for any object to CustomizeShip and CustomizeWeapon, however, the feature appears to be completely unusable now, simply crashing the game if attempted to be used.


CUSTOMISE_SHIP STARSHIP MODIFICATION

CUSTOMISE_WEAPON

INTRCT_CUSTOMISE_SHIP Recalibrate Starship Visuals

INTRCT_CUSTOMISE_WEAPON Recalibrate Multi-Tool Visuals

Starship races[ | ]

BLD_RACE_SHIPSTART_NAME_L Starship Race Initiator

This platform acts as the start and finish line for Starship field tests, allowing Travellers to practice maneuvering and speed.

Wormholes[ | ]

Note: This batch of strings appears to reference an intervention event during fleet expeditions, which require travellers to communicate with fleet commanders and issue decisions according to the situation. These can include mining, combat, exploration and trading scenarios, reflecting each type of possible frigate. There are various strings in the file for such events, but I am not personally sure if they are used in game or not. Certain events, such as combat scenarios, may require the traveller to warp to the fleet's location and engage pirates.

FLEET_WORMHOLE_1: It is good to see you have not been scrambled, %CAP_RACE%! The maneuver was successful, though the energy field appears to have dissipated.

FLEET_WORMHOLE_2: Success, %CAP_RACE%! The wormhole has brought you directly to us! And without any of the terrifying consequences some of our engineers predicted! The operation appears to have used up the energy fluctuations, but all is otherwise well.

FLEET_WORMHOLE_3: Ah %CAP_RACE%! For a moment we thought we had lost you: the scanner indicated you had travelled some way into a different timeline. But our engineers were able to recover the signal, and here you are! The energy field has vanished, but all other readings are nominal.

FLEET_WORMHOLE_OPT_A: End Communication

FLEET_WORMHOLE_OPT_B: Wish them luck

FLEET_WORMHOLE_RES_A: The fleet commander turns back to their bridge and prepares the expedition for warp.

FLEET_WORMHOLE_RES_B: I wish the fleet luck with the rest of their journey. The commander nods. They salute and end the message.


Weekly event rewards[ | ]

UI_SPEC_HELMET_03_DESC An exclusive <STELLAR>Exosuit Appearance Override This part silicone, part biological helmet can detect and replicate the facial muscle movements of the wearer, creating the appearance of a natural head. It is fully compatible with exosuit technology and provides all protection of a traditional helmet. Transform the appearance of your Exosuit at an Appearance Modifier

UI_SPEC_HELMET_03_NAME AQUATIC LIFEFORM MASK

UI_SPEC_LASER_01_DESC An exclusive <STELLAR>Multi-Tool Mining Beam Override

CUSTOMISED MINING BEAM #1

CUSTOMISED MINING BEAM #2

Miscellaneous[ | ]

NOTIFY_HOT_ROCK HEAT: ANOMALY DETECTED

UI_FREIGHTER_PARTS: Freighter Construction Components

VEHICLE_LASERSTRONGLASER: Advanced Exocraft Mining Laser

Gallery[ | ]

Additional information[ | ]

  • Most game files of the named releases can be found here.
  • All textures of the latest release can be found here.
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