No Mod’s Sky

By Shamus Posted Tuesday Aug 4, 2020

Filed under: Column 36 comments

Last week I expressed appreciation for the turnaround that No Man’s Sky has experienced. I talked about how I was able to add a few mods to the game and have a really good time. A few people wanted to know what mods I was using. So let’s talk about that.

Modding NMS isn’t hard by the standards of PC modding, but it is a little more involved than finding something on the Steam Workshop and hitting “subscribe”.

How to Mod

If you’re a frequent modder then you probably already use the mod Nexus and already have the Vortex Mod Manager installed. That program downloads, installs, and manages mods for over 1,000 games. If you’re seriously into the modding scene, then Vortex is the way to go. If you’re already a Vortex user then you don’t need my help and you can skip to the numbered list below.

I recommend using Vortex, but I’ll be the first to admit there’s a non-trivial setup overhead and a bit of a learning curve. If you’re just looking to install a couple of mods for one particular game, then you probably don’t want to mess around with all of that. To sum up,:

Option 1: Use Vortex, which has a long setup time but afterward offers one-click installs for all mods.

OR:

Option 2: Install stuff manually, which is easy to get started but can get a little technical. You need to be comfortable manually shuffling files around and editing the occasional settings file.

So here’s how to install NMS mods the manual way…

The Manual Way

First, find the directory where the game is installed and drill down to the PCBANKS folder. On my machine this can be found at:

D:\GOG Galaxy\Games\No Man's Sky\GAMEDATA\PCBANKS\

On your machine it will obviously be different, but you can probably figure it out from here. In that folder, find the text file called DISABLEMODS.TXT and delete it. Then create a new folder in this location named “Mods”. Now you can download .pak files from the No Man’s Sky Nexus and put them into this /Mods folder.

A warning: The game doesn’t care what the files are called, and will attempt to load anything in this folder. This tripped me up because I’m used to Minecraft modding. When I want to disable a mod without uninstalling it, I just rename it from Some_Mod.jar to Some_Mod.xxx, and it won’t get loaded. That doesn’t work here, so the only way to disable a mod is to remove it from the folder.

A final note is that while you’re browsing for mods, look for ones that say “Updated for Desolation” or somesuch. The older ones might work, but it’s a bit dodgy.

Anyway, here are the mods I’m using…

1. NMS Save Editor by GoatFungus

The editor evidently hasn't been updated since the BEYOND update, but it still works. It's really good, too.
The editor evidently hasn't been updated since the BEYOND update, but it still works. It's really good, too.

The first (and in my opinion, most important) item isn’t really a mod, it’s a save game editor.

This is to fix some annoyances that I can’t fix with other mods. For starters, it’s extremely hard to get a cool-looking ship. It would be fine if that was something you could work towards, but as it stands it’s mostly an exercise in tedium and blind luck. So I start the game by giving myself a cool-looking ship. I’ve already clocked a few hundred hours flying the low-class flying lumps the game starts you off with, and I find the game so much more enjoyable if I’m hopping around in something sleek or fun. I just go to No Man’s Sky seeds, browse for a cool ship, and then put that seed into my save.

Also, I couldn’t figure out how to repair the frigates in my fleet. One of them came back from an expedition damaged. I looked at every single menu on my capital ship, talked to every NPC, and looked at every control panel, and I never saw any option that explained where / how you were supposed to fix a damaged ship. I looked online and someone described the process where you must physically fly from your capital ship to the frigate, enter it somehow, then climb around the confusing maze-like interior and avoid falling into the abyss while you click on the thing to make the repair happen.

I don’t know if that’s true, or was true in some past version, but that sounded like exactly the kind of irritating bullshit busywork I wanted to avoid. It might be okay if ship damage was something I had control over, but since your ships get damaged by RNG on expeditions, I’m not willing to go through all that hassle to fix them. I’m the admiral for crying out loud. I really ought to be able to delegate this sort of crap. So I hit the “repair frigate” button in the save editor and subtracted a million space-bucks from my account. We can pretend I paid someone to do it for me. Done.

2. Simply Better Fauna by Hexlicious

I'm basically at the endgame and I've finally scanned 100% creatures on a planet for the first time. I couldn't have done it without this mod.
I'm basically at the endgame and I've finally scanned 100% creatures on a planet for the first time. I couldn't have done it without this mod.

I noticed that it was ridiculously hard to find lifeforms to scan in the latest version. This was not the case when I played the game a couple of years ago. Maybe this was changed in a recent patch? I don’t know.

To complete certain milestones, you need to scan one of every species of fauna on a planet. There are usually 6-15 species depending on the planet, and some will be common while others will be rare. So you’ll spend twenty minutes tracking down the common ones, and then you’ll lose you mind over the next two hours as you search for that last elusive critter.

The game still works this way, but now even the common ones were hard to come by. I spent fifteen minutes on a planet that supposedly had “ample” full fauna population according to the summary screen, and I didn’t see a single animal out of the 13 available. It was ridiculous. I was spending between fifteen and fifty minutes on a planet and I’d only find 2 out of the 10 species. Considering how insanely difficult it is to find the final rare ones, this seemed like a hopeless task.

There’s something really odd about how creatures spawn in this latest version. You’ll get out of your ship and maybe see two different species in large herds. There are creatures all around you, but it’s just the same two species. So then you walk away from your ship and there’s… nothing. Like, just no life at all. You’ll walk a few kilometres without seeing a single animal. Then you jump back in your ship, save and reload the game, and suddenly you find animals again. It’s like they only spawn when you first load in a planet. Or maybe they only spawn directly around your ship? I don’t know, but it feels off.

So I installed this mod. To be honest, it still feels a little sparse compared to what I remember at launch.  Anyway, this mod helps.

3. Viperclaw’s Rosetta Stone

Ah, so THAT'S what these little bastards have been saying to me all this time. You don't need to understand him to use the shop, but NOT understanding was bugging me.
Ah, so THAT'S what these little bastards have been saying to me all this time. You don't need to understand him to use the shop, but NOT understanding was bugging me.

At launch, each in-game alien languageThe languages are simple word replacement. had a very small vocabulary. You could learn 100 or so words and understand nearly everything aliens said to you. In a later update, the vocabulary was massively expanded. Now learning 100 words was almost nothing.

The problem is that none of the other language-learning features were scaled up to balance this. The milestoneLike a per-game achievement. to recognize language mastery still acted like learning 78 words was a big deal, and gave you the title of “Polyglot” for doing so. That’s like calling someone a chess Grandmaster because they can correctly tell you that the little horsey thing is called a knight.

While the number of words was greatly expanded, the rate at which you could learn them did not. This sort of made it so that attempting to learn a language was a hopeless task. You’d be at the endgame in terms of gear and resources, but you’d barely have begun mastering the languages.

This mod makes it so you acquire words 5x faster, and that seems to work out just right. I managed to master one of the languages just as I was wrapping up with all the other milestones and progression systems.

4. Faster Binocular Scanner by MilkyMaster

This is a nice quality of life mod, but not strictly necessary. In the vanilla game, you need to hold your view on a creature or plant and scan it for ~5 seconds to get the scanner to record and catalog it. That’s not terrible, but it’s a bit of an annoyance when you reach a new planet and you’re surrounded by new stuff. You need to stand there scanning stuff for over a minute before you can begin exploring. Again, that’s not horrible, but it’s not ideal.

This mod makes the scans almost instantaneous. There are multiple versions, but I chose the 0.5 second one. It’s nice, and it doesn’t feel like it’s breaking the game or anything.

5. Item Stack

I have this mod, but I’m pretty sure it’s not doing anything. It’s supposed to upgrade all of your inventory slots to store 9,999 items, but then according to the Wiki that’s just the default these days. I should probably uninstall this. The current stack value of 9,999 feels about right.

6. Character Speeds by HauntedKobra

Help! It's impossible to navigate this small room. I keep crashing into walls and I have no one but myself to blame!
Help! It's impossible to navigate this small room. I keep crashing into walls and I have no one but myself to blame!

This was a mistake. I have regrets.

Okay, it’s kinda fun, but also overpowered. I had a different modWhich I foolishly deleted and now can’t remember what it was called. to slightly boost player run speed by 25% or so.  That was nice and still felt reasonable. But then I saw there was another speed mod and I thought maybe another little boost might be nice. None of the mods express your speed in terms of comparable numbers. They’re just “faster” or “slightly faster” so I didn’t understand what I was signing up for.

This particular mod boosts you up to the speed of the Doom Marine in 1993. If you’re too young to remember, then just think “motorcycle speed”.

It’s fun to glide over the terrain like you’re on the speeder bikes from Return of the Jedi, but then you get inside a building and discover it’s impossible to just walk around the room without blasting into the walls. Stopping to talk to someone is an honest challenge and it takes practice to avoid overshooting.

Worse, this mod conflicts with the mod that boosts the scanner speed, so that stopped working.

This one might be fun to play around with, but I don’t recommend it for general use. I’d uninstall it and switch to something more reasonable, but I think I’m done with the game for now.

Wrapping Up

So that’s my mod list. I avoided anything that made really ambitious changes, but those sorts of mods exist if you’re looking for a major overhaul to one system or another. The community is still catching up with the Desolation update, so there will be more mods added in the next few weeks.

I’m honestly looking forward to coming back to the game when they do the next update, and that’s never been true before.

 

Footnotes:

[1] The languages are simple word replacement.

[2] Like a per-game achievement.

[3] Which I foolishly deleted and now can’t remember what it was called.



From The Archives:
 

36 thoughts on “No Mod’s Sky

  1. Dev Null says:

    Thanks.

    Bit of a useless comment, I know, but seriously; thanks. I wanted to check out this game when it first came out, but the reviews – including yours – made me wary. Now it sounds worth the effort, but only with appropriate mods. And while I love the idea of modding, I’m rarely into a game enough to make me willing to spend the effort to figure out a) how to mod it, and b) which mods are worth the effort. I feel like it’s a Minecraft thing; mods are for people who have signed up for the cult newsletter and sworn fealty to the correct sovereign. I’ve always been more of a dillettante ooh-look-shiny-thing sampler-of-wares. Obligatory Squirrel Reference. This much of an introduction should make it possible for me to explore.

    1. Sleeping Dragon says:

      I dunno, the mods that Shamus describes seem to be mostly “quality of life” stuff, though I do realise that utter lack of polish in this field was one of the game’s biggest shortcomings from the start. But I’m also grateful for these posts, though the made me go in the opposite direction. I initially removed NMS from my wishlist after the post-release opinions started flooding in, then after some of the major updates added it back but it was a low priority title, now I feel like it might be a title worth getting next time I’m spending money on games. Particularly since I know there’ll be mods to fix various annoyances if I feel I really need them.

  2. Lino says:

    This particular mod boosts you up to the speed of the Doom Marine in 1993. If you’re too young to remember…

    As time goes by, increasingly I find that “if you’re too young to remember” applies less and less to me. Even though I was born in 1993, I remember playing Doom at the age of 6 or 7 and thinking it was mankind’s greatest technical achievement. Whenever people talk about events that happened 20 years ago, most of the time those are things I remember hearing about first-hand!

    If things continue to escalate like this, next thing I know I’ll be like one of those 30-year-old geezers lamenting how all these youngsters have it easy, and how things were better in the “good old days”!

    Regarding NMS, I’m glad Hello Games managed to turn the ship around. If I was more into sandboxes, I’d definitely give it a try. But as it stands, I’ve got way too many games in my backlog.

    1. tmtvl says:

      As time goes by, increasingly I find that “if you’re too young to remember” applies less and less to me.

      I’m not a doctor, but that sounds to me like you’re getting older. You may want to visit your GP, because aging can have adverse effects on your health.

      1. Bubble181 says:

        I’ve heard it’s got a really high mortality rate, and most people who suffer from aging die, eventually – though it can be a long process.

        1. Erik says:

          Life is just a sexually transmitted terminal disease.

          1. Christopher Dwight Wolf says:

            Brevity is the soul of wit.

            You win sir. You win.

    2. Anachronist says:

      Hah. You young whippersnappers who weren’t even alive when Asteroids and Pac-Man appeared in a video arcade…. In 1993 I was already in my 30s. And even then, among us old farts, Doom was considered an impressive achievement, albeit one that followed quickly on the heels of Wolfenstein 3D, which paved the way for the entire genre of first-person shooters.

      Looking back, it’s hard to believe now, that when Pong came out (look it up, you young kids), everyone thought it was an amazing thing. People were even paying coins to play it in arcades. I was just a kid then.

  3. eldomtom2 says:

    I’m fairly sure that if you’re a serious modder you’ll be manually installing things instead of using a mod manager (unless it’s something like Wrye Bash). At least that was my experience with Bethesda games.

    1. TMC_Sherpa says:

      Nexus has a lot of good stuff but it also has a ton of sloppy mods with dumb dependencies and random file inclusions so something like MO2 can show you (some) of what’s going on. I mostly use it to check for overwrites and mod ordering.

    2. KillerAngel says:

      Not anymore. The technology that modern mod managers use where they don’t alter the base game files but just sort of overwrite then when you launch the game through the manager is a Godsend. I don’t know exactly how it works, but it’s what MO2 does and I’m pretty sure Vortex is the same.

      1. tsi says:

        “Hard links” mostly

  4. King Marth says:

    I have yet to see a ‘scanning things’ mechanic live up to Metroid Prime, for two main reasons – treating it as core functionality, and lock-on. In Metroid Prime, scanning is a primary game mechanic and has a dedicated button, easing you for the first half of the game into switching visors much the same way as you switch weapons so there’s no question of how to handle the infra-red or x-ray visors (with none of this toggling mess where you need to remember what you currently have equipped and whether you’ve already started switching or not in the chaos of battle); other games tend to have some sort of toggle button to drop into scanning mode as an optional afterthought. In addition, scan percentage is persistent much like enemy HP – if you need to scan for 5 seconds, then scanning for 2 seconds, losing track of your target, and later scanning for 3 seconds will give you the scan. Lock-on is far more important, though – if you need to keep the target in your reticle with a button held down for 5 seconds, then especially with a mouse that is 5 seconds of standing still or a painful and error-prone tracking process (especially as basically every other game feels like resetting progress if you stop halfway through). If the same button for scanning also locks you onto your target and allows you to move freely with the target as a reference point, then you can meaningfully scan in combat while strafing.

    Losing lock-on might be a PC thing, I presume there’s some subgroup that sneers at anyone incapable of using a max-sensitivity pointer to adapt to random recoil instantaneously and unerringly stay on target while parkouring around a map sight unseen. Even so, Metroid Prime 3 used a light gun to decouple movement and firing, and it still managed to make lock-on work by keeping movement tied to your lock-on reference while allowing you to fire away from the center of your screen if you did need to take a couple shots at something other than your target.

    1. Fizban says:

      Locking on when you’re using a mouse is extremely jarring. Well, maybe not for people that use aim-bots, but in Borderlands Pre-Sequel one of the characters’ powers is essentially “activate aim-bot,” and it takes quite a while to get used to. Mouse-look is just super intuitive, and locking on causes a disconnect you have to learn to accept. I would expect anyone trying to put a lock-on mechanic in a mouse-look game would be immediately repelled and decide it’s not worth it, though the true reason is more likely a purist attitude that lock-on is just a crutch for pre-dual-stick games.

      1. Decius says:

        Lock-on for mouselook means “show a reticule around the object, and the user needs to keep the object on screen”, not “Force the player character to stare directly at this thing” to a sane designer.

        Someone needs to make a one-handed analog stick so that I can have analog stick movement and mouse look, because analog stick look is so bad and WASD movement is slightly less than ideal.

        1. Geebs says:

          There’s a thing called the “FragChuck”. It gets pretty variable reviews and in fact it’s hard to tell whether the company that makes it is still in business. You can find them on Amazon, though.

          I think they also have a version with a mouse that emulates a dualshock 4, but again I’ve never tried it and for all I know it might be the worst thing to happen to gaming since Bobby Kotick.

  5. Alecw says:

    I just can’t imagine playing a game that seems to be designed so actively hostile to the player. I play vanilla WoW and this still sounds like way too much punishment from a dev.

    1. Hector says:

      The weird thing is thatShamys’s old posts complaining about NMS made it sound, if not actually good, then at least interesting. But his pro-NMS posts make it sound incredibly tedious and un-fun.

      When the game is such a mess that it takes 4 years and multiple mods to fix basic problems to the point of it becoming playable, ehhhh…

      1. Nimrandir says:

        I hate to say it, but I agree with this. It sounds like Hello Games and I fundamentally disagreed on what the fun part of the No Man’s Sky experience was. Shamus and Campster convinced me to let go of the game’s obsession with its inventory and progression, so hearing about improvements to those precise things, at the cost of the stuff I came to enjoy, destroys my desire to go back.

      2. FluffySquirrel says:

        I recently gave it another try, as I was curious about the derelict ships and blah they added

        It really doesn’t feel like anything has changed, I never even made it to the derelicts, I got angry and ragequit at all the grind needed, and just the general feel of the game, which I just outright hate

        You’re never finding anything.. you’re not really ‘exploring’ or stuff.. the aliens live there, know where it all is, and just don’t care.. it always ends up feeling patronising

        Those derelict ships? You don’t just find them apparently.. no, you have to go to a scrap dealer, and buy the coordinates of one, for like, 5 million credits. So.. essentially you’re just paying money to get salvage rights to a crappy instance?

        Just everything about the game annoys me, and this was *with* a bunch of quality of life mods, like instant E circle things and other such stuff.. it’s just SO grindy. Like, in minecraft, you can punch a tree, and in like 10 seconds have made a crafting table and a chest to store your stuff. In this it takes -6- hours of play to even get to the point of getting a storage container.

        And it’s not even as good as a CHEST. You have to POWER them! Which means hooking up wires to a grid, and having a generator that you have to probably fill every so often with fuel because who DOESN’T love endless pointless busywork?!

        I just loathe the game, it’s unfun to its very core. It’s not even a fun skinner box

        1. tsi says:

          I agree mostly about the exploration part but you can randomly find coordinates for derelict ships and encounter destroyed one’s during your interplanetary travels which provide rare resources. And while I agree about the whole base powering thing and the fact some items don’t require electricity to function such as the force fields and terminals, the game does provide different power source alternatives two of which provide “free” energy plus batteries to store surplus. Storage is not really an issue either unless your a harder. You barely need more than a full stack of most resources.
          And a couple of vaults plus your various vehicles are enough in my opinion until you upgrade your suit.

          That being said, the game is indeed way too grindy and I wish Hello Games did something to adress that. Especially the crafting requirements and language learning.

    2. The Puzzler says:

      I’m pretty sure vanilla WoW was unusually player-friendly compared to other MMORPGs of the time…

  6. Paul Spooner says:

    So, are you going to start working on a mod that will do a bit better job of planet procgen? It looks like it was written in C++, though all the mods I’m seeing are XML based.

  7. Nimrandir says:

    I noticed that it was ridiculously hard to find lifeforms to scan in the latest version. This was not the case when I played the game a couple of years ago. Maybe this was changed in a recent patch? I don’t know.

    Long story short: welp, that paragraph just evaporated any desire I had to revisit No Man’s Sky.

    Slightly longer story: When I picked up No Man’s Sky after Shamus’ posts on the game, I found my favorite part of the experience was wandering about a planet, tracking down the various life-forms contained thereon. I imagined my avatar as a space-faring David Attenborough or Marlin Perkins, narrating his travels to no one in particular as his scanner identified a new species. “Ah — at long last, we have visual evidence of the legendary Giant Naked Luchador Chicken!” I made it my mission to catalogue all the species in each system I visited.

    I was distracted from my quest by another game (I wish I could remember what it was — maybe that was when I finally got Monster Hunter World?). I popped No Man’s Sky back into my PS4 a year or so later, and I realized I was still short a couple of species on my current planet. I dutifully hopped from waypoint to waypoint, landing my ship and walking out to the extent of my life support equipment. In three-plus hours of exploration, I failed to discover a single new instance of fauna. I might have found a plant. I was crushed, but I couldn’t bring myself to abandon the life’s work of my avatar.

    He’s still on that planet, and in my mind, I still see him striding through the hills, in search of . . . whatever it is he hadn’t found. He has The Joshua Tree by U2 on repeat as he wanders.

  8. baud says:

    I had a different mod, which I foolishly deleted and now can’t remember what it was called.

    If you were logged to the Nexus when downloading that mod, you should be able to find it in your download history, which is available at: https://www.nexusmods.com/users/myaccount?tab=download+history

  9. Saint says:

    I thought I was going crazy but someone else noticed the lack of animals! I know they tuned down the robots outside of the extreme planets because they were a terrible mechanic that nobody liked but I guess they toned down the animals too.

  10. Madis says:

    Question unrelated to this post: I’m surprised you don’t have blog post about Good Robot going open source? Are you planning on writing a new retrospective of some sort on it now that a few years have passed?

  11. Ultrapotassium says:

    Playing NMS for the first time recently, I find that it is now what I would consider a “good game”. Inventory is still tedious in the early game, but it gets better, and progression in terms of ships seems fast enough for me.
    The expanded languages makes that whole language subsystem make a lot more sense to me now. I was wondering why I was getting achievements for like 5, 10 words, when even after like 50 I still had no idea what anyone was saying.
    AFAICT, elements have a stack limit of 9999(9?), but all the market items still have stack sizes of ~5. Although it doesn’t really matter, as it’s more likely that you have 1 each of 5 different types of vendor trash than 5 of 1 type.

  12. PhoenixUltima says:

    I’ve tried the various updates for this game over the years, and every time I end up feeling the same way: while some of the new stuff is kind of cool, the game is, if anything, even more of a tedious, grindy slog. And I’m on the PS4 version, so I can’t just mod out the worst of it.

    Games like NMS piss me off like nothing else, because I can see the totally kickass game buried in there, but I can’t get past all the annoyances and tedium to actually play it. Like, when I get a game and it turns out to be just completely awful, I can just write it off as an awful game and move on. But with something like NMS, there’s parts of the game that I genuinely enjoy, and I really want to be able to play the game to get to more of it. But there’s just so much bullshit in the way that I can’t make myself push through it all, and I end up having to quit to preserve my sanity.

    NMS should have been a Minecraft killer. Hello Games screwing it up so thoroughly is one of the biggest disappointments in gaming that I can remember.

    1. aradinfinity says:

      God, I know that feeling so well. You just wanna squint and take a hammer and chisel to the game to extract the gem inside, but most often can’t, or if you can you’d need to reproduce the work of an entire games studio in order to get it in working order… It could be fun, if you just did away with these particular systems!

    2. Asdasd says:

      This sounds a little bit like traditional JRPG combat for me. If you can strip out 90% of the process and reduce it to holding down an auto-resolve button, that’s an improvement in an absolute sense. But it paradoxically makes me resent the remaining 10% more, as with the pretense of engagement no longer there, each combat is simply exposed as a block of dead time that impedes my progress in the game.

  13. MarsLineman says:

    I haven’t played NMS since the most recent updates, but I played a bit back in February-ish. My understanding of the decreased animal density is that it was in response to community requests for distinct biomes. So now, if you want to scan animals, you need to visit different parts of the planets instead of just landing and walking around one area. The lowlands will have their own fauna, as well the highlands, the shallow sea, the deep sea, etc. Once you realize that, it makes scanning lifeforms fun again– you just need to do a bit of flyover and scout out different types of terrain

  14. Will says:

    Frigates won’t be damaged if you get one star fleet rating above the expedition rating. This is just you actually have to level your fleet instead of sending them immediately on crazy profitable routes. In installing that mod you’re really just showing you didn’t bother learning about it. That said it’s mobile tier gameplay so who cares

    1. Shamus says:

      “In installing that mod you’re really just showing you didn’t bother learning about it.”

      Where would I learn about it? Am I supposed to read the wiki to know how the game works? Because that’s my complaint. The game should make my goals and the mechanics clear. It didn’t, so I used a tool.

      You’re arguing that it’s easy to avoid getting damaged, which is a non sequitur in this discussion. I’m saying that the game doesn’t explain how to fix your ship, and you’re saying I shouldn’t get damaged in the first place.

      Me: Hey, this game is badly designed. You clip through the floor and fall out of this level when you walk down this corridor.”

      You: That shows you weren’t paying attention. You don’t need to go down that corridor.

      It makes no sense. The game is bad at explaining itself, and the fact that I made a mistake doesn’t excuse any of this terrible design.

      (Also: I didn’t go for “crazy profitable” ventures. I’m a conservative player by nature and I always opted for short, low-risk ventures.)

      1. Mousazz says:

        Where would I learn about it? Am I supposed to read the wiki to know how the game works?

        Pretty much the reason why I never really got into Minecraft. The game feels like it should be intuitive enough to be understood merely through engaging with its mechanics, but it just lacks a bit of signposting or handholding to not get lost in its mechanics of progression – as a result, you end up being lost, scratching your head, trying to figure out what to do next.

        In comparison, super complex games like Dwarf Fortress or Space Station 13 don’t even have the pretense that you could understand them without a deep wiki dive.

        1. Retsam says:

          This is much less true of modern Minecraft. In the older days, absolutely, I stubbornly avoided wikis and played for hours before learning how to make a torch. (I actually figured out the recipe for Redstone torches first!)

          But modern Minecraft has largely fixed this by having recipes in game, as well as the “achievement” system which gives you a clear roadmap for how to play the game.

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