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	<id>https://nomansskyretro.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AyyMang</id>
	<title>No Man&#039;s Sky Retro - User contributions [en]</title>
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	<updated>2026-05-21T16:31:20Z</updated>
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	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=482</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=482"/>
		<updated>2024-08-09T12:20:41Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Articles====&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20150110074409/https://www.digitaltrends.com/gaming/no-mans-sky-e3-preview-2014/&lt;br /&gt;
* https://web.archive.org/web/20210126100404/https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2014/06/15/no-man-39-s-sky-tech-shows-off-infinite-variations.aspx&lt;br /&gt;
* https://www.ign.com/articles/2014/06/14/e3-2014-the-journey-to-the-center-of-the-universe-in-no-mans-sky&lt;br /&gt;
* https://www.destructoid.com/no-mans-sky-developers-want-players-to-work-things-out-for-themselves/&lt;br /&gt;
* https://web.archive.org/web/20201111204238/https://ew.com/article/2014/06/12/no-mans-sky-e3-hello/&lt;br /&gt;
* https://www.bbc.co.uk/news/technology-27807167&lt;br /&gt;
* https://venturebeat.com/games/han-solo-simulator-no-mans-sky-developer-says-the-sci-fi-games-tech-came-after-the-idea/&lt;br /&gt;
&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5860418/behind-the-scenes-at-hello-games-makers-of-no-mans-sky&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20141015222611/https://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/&lt;br /&gt;
* http://grantland.com/hollywood-prospectus/will-the-infinite-worlds-of-no-mans-sky-revolutionize-gaming/&lt;br /&gt;
* https://www.gamespot.com/articles/the-story-behind-no-mans-skys-show-stopping-e3/1100-6420976/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20170417114407/https://imgur.com/a/O3heP&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20231106035551/https://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx&lt;br /&gt;
* https://web.archive.org/web/20240716161031/https://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx&lt;br /&gt;
* https://web.archive.org/web/20231102161842/https://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx&lt;br /&gt;
* https://web.archive.org/web/20240524034824/https://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx&lt;br /&gt;
* https://web.archive.org/web/20230924191936/https://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx&lt;br /&gt;
* https://web.archive.org/web/20240518110354/https://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx&lt;br /&gt;
&lt;br /&gt;
* https://imgur.com/a/fqdhG#0&lt;br /&gt;
&lt;br /&gt;
* https://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian&lt;br /&gt;
* https://www.newyorker.com/tech/annals-of-technology/what-a-dragons-mating-scream-sounds-like&lt;br /&gt;
&lt;br /&gt;
* https://www.ign.com/articles/2016/04/13/how-i-spent-two-hours-in-no-mans-sky-ign-first&lt;br /&gt;
* https://web.archive.org/web/20160420072211/http://www.ign.com/articles/2015/07/24/ask-sean-murray-anything-about-no-mans-sky&lt;br /&gt;
* https://www.ign.com/articles/2015/07/13/no-mans-sky-from-humble-beginnings&lt;br /&gt;
* https://www.ign.com/articles/2015/07/07/no-mans-sky-how-to-leave-your-mark-on-the-universe&lt;br /&gt;
&lt;br /&gt;
* https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20230329202508/https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/03/03/exploring-the-galaxy-firsthand-in-no-man-s-sky.aspx&lt;br /&gt;
* https://www.wired.co.uk/article/no-mans-sky-hands-on-interview&lt;br /&gt;
* https://web.archive.org/web/20160312080839/http://www.kotaku.co.uk/2016/03/03/you-can-do-much-more-than-fly-around-in-no-mans-sky&lt;br /&gt;
* https://www.theverge.com/2016/3/3/11152396/no-mans-sky-preview-sean-murray-interview-ps4-pc&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
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Announcement Trailer (Dec 2013)&lt;br /&gt;
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E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
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E3 2014 Developer Commentary (June 2014)&lt;br /&gt;
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|id=https://youtu.be/1bXANFZkcO4&lt;br /&gt;
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E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
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E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
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|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
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Sean Murray and Ted Price (June 2014)&lt;br /&gt;
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|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
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The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
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IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
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GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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Gamescom interview by Playstation Access (August 2014)&lt;br /&gt;
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|id=https://youtu.be/o-usSUKXxDc&lt;br /&gt;
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Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
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Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
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Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
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Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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E3 2015 Press B roll (June 2015)&lt;br /&gt;
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IGN First Coverage (July 2015)&lt;br /&gt;
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PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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Stephen Colbert appearance (October 2015)&lt;br /&gt;
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New Yorker demo (October 2015)&lt;br /&gt;
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&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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PlayStation Access gameplay Description (March 2016)&lt;br /&gt;
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|id=https://youtu.be/hGXDCV9HiZ4&lt;br /&gt;
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Gamespot Detail coverage (March 2016)&lt;br /&gt;
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|id=https://youtu.be/tiXjh4oUak0&lt;br /&gt;
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4 questions answered by Sean Murray (March 2016)&lt;br /&gt;
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|id=https://youtu.be/MAAFAYZgeuk&lt;br /&gt;
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IGN First, the second time (April 2016)&lt;br /&gt;
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Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
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PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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Launch Trailer (August 2016)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=481</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=481"/>
		<updated>2024-08-09T12:18:58Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Articles====&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20150110074409/https://www.digitaltrends.com/gaming/no-mans-sky-e3-preview-2014/&lt;br /&gt;
* https://web.archive.org/web/20210126100404/https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2014/06/15/no-man-39-s-sky-tech-shows-off-infinite-variations.aspx&lt;br /&gt;
* https://www.ign.com/articles/2014/06/14/e3-2014-the-journey-to-the-center-of-the-universe-in-no-mans-sky&lt;br /&gt;
* https://www.destructoid.com/no-mans-sky-developers-want-players-to-work-things-out-for-themselves/&lt;br /&gt;
* https://web.archive.org/web/20201111204238/https://ew.com/article/2014/06/12/no-mans-sky-e3-hello/&lt;br /&gt;
* https://www.bbc.co.uk/news/technology-27807167&lt;br /&gt;
* https://venturebeat.com/games/han-solo-simulator-no-mans-sky-developer-says-the-sci-fi-games-tech-came-after-the-idea/&lt;br /&gt;
&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5860418/behind-the-scenes-at-hello-games-makers-of-no-mans-sky&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20141015222611/https://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/&lt;br /&gt;
* http://grantland.com/hollywood-prospectus/will-the-infinite-worlds-of-no-mans-sky-revolutionize-gaming/&lt;br /&gt;
* https://www.gamespot.com/articles/the-story-behind-no-mans-skys-show-stopping-e3/1100-6420976/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20170417114407/https://imgur.com/a/O3heP&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20231106035551/https://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx&lt;br /&gt;
* https://web.archive.org/web/20240716161031/https://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx&lt;br /&gt;
* https://web.archive.org/web/20231102161842/https://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx&lt;br /&gt;
* https://web.archive.org/web/20240524034824/https://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx&lt;br /&gt;
* https://web.archive.org/web/20230924191936/https://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx&lt;br /&gt;
* https://web.archive.org/web/20240518110354/https://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx&lt;br /&gt;
&lt;br /&gt;
* https://imgur.com/a/fqdhG#0&lt;br /&gt;
&lt;br /&gt;
* https://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian&lt;br /&gt;
* https://www.newyorker.com/tech/annals-of-technology/what-a-dragons-mating-scream-sounds-like&lt;br /&gt;
&lt;br /&gt;
* https://www.ign.com/articles/2016/04/13/how-i-spent-two-hours-in-no-mans-sky-ign-first&lt;br /&gt;
* https://web.archive.org/web/20160420072211/http://www.ign.com/articles/2015/07/24/ask-sean-murray-anything-about-no-mans-sky&lt;br /&gt;
* https://www.ign.com/articles/2015/07/13/no-mans-sky-from-humble-beginnings&lt;br /&gt;
* https://www.ign.com/articles/2015/07/07/no-mans-sky-how-to-leave-your-mark-on-the-universe&lt;br /&gt;
&lt;br /&gt;
* https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/03/03/exploring-the-galaxy-firsthand-in-no-man-s-sky.aspx&lt;br /&gt;
* https://www.wired.co.uk/article/no-mans-sky-hands-on-interview&lt;br /&gt;
* https://web.archive.org/web/20160312080839/http://www.kotaku.co.uk/2016/03/03/you-can-do-much-more-than-fly-around-in-no-mans-sky&lt;br /&gt;
* https://www.theverge.com/2016/3/3/11152396/no-mans-sky-preview-sean-murray-interview-ps4-pc&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
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|id=https://youtu.be/RRpDn5qPp3s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/MZO40WBNA60&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 Developer Commentary (June 2014)&lt;br /&gt;
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|id=https://youtu.be/1bXANFZkcO4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
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|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean Murray and Ted Price (June 2014)&lt;br /&gt;
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|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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|id=https://youtu.be/5ToQGnddFRA&lt;br /&gt;
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|id=https://youtu.be/_g15ANx5T7s&lt;br /&gt;
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|id=https://youtu.be/OEUuseb1MpM&lt;br /&gt;
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|id=https://youtu.be/ZVl1Hmth3HE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Gamescom interview by Playstation Access (August 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/o-usSUKXxDc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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|id=https://youtu.be/8A6ffb1Snbk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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|id=https://youtu.be/WQhSP82uhY4&lt;br /&gt;
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|id=https://youtu.be/xpcoO7bTV48&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/2vK5LiH_fdI&lt;br /&gt;
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|id=https://youtu.be/R4zKTNLz0kQ&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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|id=https://youtu.be/vcEA41eBOGs&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/v4Q_chMbcAE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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|id=https://youtu.be/DLdumINqNy0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Press B roll (June 2015)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/wV1i2x7XZug&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN First Coverage (July 2015)&lt;br /&gt;
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|id=https://youtu.be/CLcjvIQJns0&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/qfpMRoZwzpk&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/BXUrOFVItgs&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/icw5tg-H3xc&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/ERwVR5DjlYo&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/ueBCC1PCf84&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/KUyQFRuXpfE&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/ytPJWfrsU0g&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/UgFNPg9qUXI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stephen Colbert appearance (October 2015)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Yorker demo (October 2015)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/nvRJoehEQf0&lt;br /&gt;
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|id=https://youtu.be/CqUd3qj102Y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Access gameplay Description (March 2016)&lt;br /&gt;
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|id=https://youtu.be/hGXDCV9HiZ4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamespot Detail coverage (March 2016)&lt;br /&gt;
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|id=https://youtu.be/tiXjh4oUak0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 questions answered by Sean Murray (March 2016)&lt;br /&gt;
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|id=https://youtu.be/MAAFAYZgeuk&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN First, the second time (April 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
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|id=https://youtu.be/CTRi2aEJrgQ&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/-JT0LMobgWk&lt;br /&gt;
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|id=https://youtu.be/e18jOzi3fGw&lt;br /&gt;
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|id=https://youtu.be/it_9pUYO2AY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
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|id=https://youtu.be/eBPF7uNZUfY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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|id=https://youtu.be/Fx4Uz9OM3AI&lt;br /&gt;
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|id=https://youtu.be/FqrOeqGTRJM&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/CCIC7HLC-bU&lt;br /&gt;
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|id=https://youtu.be/Pp60d_P01lY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
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|id=https://youtu.be/aozqa_7PLhE&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Fractal_Update_Debug_Version&amp;diff=452</id>
		<title>Fractal Update Debug Version</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Fractal_Update_Debug_Version&amp;diff=452"/>
		<updated>2023-09-29T06:32:52Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* =Expiration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
===Background===&lt;br /&gt;
[[File:4.12 debug files.png|300px|thumb|right|Debug Files in the v4.12 GOG Release]] &lt;br /&gt;
In the [https://gog.com GOG] release of the No Man&#039;s Sky Fractal update, Hello Games unintentionally included a debug version of No Man&#039;s Sky named &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039;, as well as other debug files including &#039;&#039;&#039;NMS.PDB&#039;&#039;&#039; program database, a file that contains detailed information about functions and source code used for debugging. These files were included in the v4.10, v4.12 and v4.13 GOG releases before the releases were all [https://www.gogdb.org/product/1446213994#builds replaced on the GOG repository March 9th 2023] to remove these debug files. &lt;br /&gt;
&lt;br /&gt;
This first gained publicity with Lapig&#039;s [https://www.nexusmods.com/nomanssky/mods/2665 Native Gyro Mod], released in February 25th 2023 (shortly after the Fractal update February 22nd), where they gave &amp;quot;Credits to Hello Games for shipping a PDB with their GOG update&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is currently no way to download these files from GOG officially, as GOG does not have an equivalent of Steam&#039;s [[How to Install Old Versions from Steam|DepotDownloader]], however GOG Offline installers for v4.10, v4.12 and v4.13 have been found to exist in the wild that still contain these debug files.&lt;br /&gt;
&lt;br /&gt;
===GOG Releases with Debug Files===&lt;br /&gt;
&amp;lt;table class=&amp;quot;table table-dark&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;height: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Version&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Offline Installer&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;GOGDB Entry&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;GOGDB File List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-02-22&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.10_fractal_100408a_(62628).exe&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56273133427834718 56273133427834718]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/4a1c4d02b07b907dc0d3fe95b7d6d9ba 4a1c4d02b07b907dc0d3fe95b7d6d9ba]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.12&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-03-01&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.12_fractal_100867_(62796).exe&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56292356269490157 56292356269490157]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/3726f9b7ae9d362dce4d6fae4cbd509c 3726f9b7ae9d362dce4d6fae4cbd509c]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-03-08&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.13_fractal_101236_(62965).exe&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;sub&amp;gt;Note: setup_no_mans_sky_4.13_fractal_101236_(&#039;&#039;&#039;62993&#039;&#039;&#039;).exe does not contain debug files, where as &#039;&#039;&#039;62965&#039;&#039;&#039; shown above does.&amp;lt;/sub&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56311408418679332 56311408418679332]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/eeb1f8db95ebf6943198f689b2c05c51 eeb1f8db95ebf6943198f689b2c05c51]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Expiration===&lt;br /&gt;
Due to what seems to be a limited license for the HAVOK physics engine, the Debug Version is unable to run after September 28 2023. This can be fixed fairly easily by manually setting the system time back to a date before then.&lt;br /&gt;
&lt;br /&gt;
===Debug Console and Dialogs===&lt;br /&gt;
The Debug Version is accessed in the &#039;&#039;&#039;Binaries&#039;&#039;&#039; folder by launching &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug console.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The debug console runs in a seperate window to the game, showing various information messages such as files accessed and functions called.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_warnings.png|400px]]&lt;br /&gt;
&lt;br /&gt;
These warning dialogs will also show up containing errors that may have occurred, these can usually be safely ignored.&lt;br /&gt;
&lt;br /&gt;
===Debug Tools===&lt;br /&gt;
After launching &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039; and starting the game, &#039;&#039;&#039;pressing the ` Key opens the debug screen&#039;&#039;&#039;. The ` key is typically located below the Esc key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
Once the debug screen is accessed, you can open windows and tabs that can be arranged as you wish.&lt;br /&gt;
&lt;br /&gt;
====Freecam====&lt;br /&gt;
Pressing &#039;&#039;&#039;J&#039;&#039;&#039; enters freecam mode, which allows you to fly freely around the star system.&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=vMFjPTzihfM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====UI Editor====&lt;br /&gt;
The Debug version also appears to be used by Hello Games to design User Interface Elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_ui_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
To access the UI editor, navigate to the debug menu and locate the UI editing section. From there, open the scene window and select any UI [[MBIN]] file to reveal a hierarchy of all the elements contained within it. By selecting an element, you can access its settings in the properties window and make any necessary edits. As you make changes, the design window will display the UI file in real-time.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_ui_edit_2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The main HUD&#039;s &amp;quot;curved&amp;quot; effect is applied in game, while the design is actually flat 2D in the editor.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Biome Editor====&lt;br /&gt;
[[File:Debug_terrain_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_biome_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
====Model Viewer and Customizer====&lt;br /&gt;
[[File:Debug_model_viewer.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_model_customizer.png|800px]]&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Fractal_Update_Debug_Version&amp;diff=451</id>
		<title>Fractal Update Debug Version</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Fractal_Update_Debug_Version&amp;diff=451"/>
		<updated>2023-09-29T06:32:35Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: added information on how to bypass the license issue that blocks the game from running after a certain date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
===Background===&lt;br /&gt;
[[File:4.12 debug files.png|300px|thumb|right|Debug Files in the v4.12 GOG Release]] &lt;br /&gt;
In the [https://gog.com GOG] release of the No Man&#039;s Sky Fractal update, Hello Games unintentionally included a debug version of No Man&#039;s Sky named &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039;, as well as other debug files including &#039;&#039;&#039;NMS.PDB&#039;&#039;&#039; program database, a file that contains detailed information about functions and source code used for debugging. These files were included in the v4.10, v4.12 and v4.13 GOG releases before the releases were all [https://www.gogdb.org/product/1446213994#builds replaced on the GOG repository March 9th 2023] to remove these debug files. &lt;br /&gt;
&lt;br /&gt;
This first gained publicity with Lapig&#039;s [https://www.nexusmods.com/nomanssky/mods/2665 Native Gyro Mod], released in February 25th 2023 (shortly after the Fractal update February 22nd), where they gave &amp;quot;Credits to Hello Games for shipping a PDB with their GOG update&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is currently no way to download these files from GOG officially, as GOG does not have an equivalent of Steam&#039;s [[How to Install Old Versions from Steam|DepotDownloader]], however GOG Offline installers for v4.10, v4.12 and v4.13 have been found to exist in the wild that still contain these debug files.&lt;br /&gt;
&lt;br /&gt;
===GOG Releases with Debug Files===&lt;br /&gt;
&amp;lt;table class=&amp;quot;table table-dark&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;height: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Version&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Offline Installer&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;GOGDB Entry&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;GOGDB File List&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-02-22&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.10_fractal_100408a_(62628).exe&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56273133427834718 56273133427834718]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/4a1c4d02b07b907dc0d3fe95b7d6d9ba 4a1c4d02b07b907dc0d3fe95b7d6d9ba]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.12&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-03-01&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.12_fractal_100867_(62796).exe&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56292356269490157 56292356269490157]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/3726f9b7ae9d362dce4d6fae4cbd509c 3726f9b7ae9d362dce4d6fae4cbd509c]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fractal v4.13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2023-03-08&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;setup_no_mans_sky_4.13_fractal_101236_(62965).exe&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;&amp;lt;sub&amp;gt;Note: setup_no_mans_sky_4.13_fractal_101236_(&#039;&#039;&#039;62993&#039;&#039;&#039;).exe does not contain debug files, where as &#039;&#039;&#039;62965&#039;&#039;&#039; shown above does.&amp;lt;/sub&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/product/1446213994/build/56311408418679332 56311408418679332]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[https://www.gogdb.org/manifest/eeb1f8db95ebf6943198f689b2c05c51 eeb1f8db95ebf6943198f689b2c05c51]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Expiration==&lt;br /&gt;
Due to what seems to be a limited license for the HAVOK physics engine, the Debug Version is unable to run after September 28 2023. This can be fixed fairly easily by manually setting the system time back to a date before then.&lt;br /&gt;
&lt;br /&gt;
===Debug Console and Dialogs===&lt;br /&gt;
The Debug Version is accessed in the &#039;&#039;&#039;Binaries&#039;&#039;&#039; folder by launching &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug console.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The debug console runs in a seperate window to the game, showing various information messages such as files accessed and functions called.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_warnings.png|400px]]&lt;br /&gt;
&lt;br /&gt;
These warning dialogs will also show up containing errors that may have occurred, these can usually be safely ignored.&lt;br /&gt;
&lt;br /&gt;
===Debug Tools===&lt;br /&gt;
After launching &#039;&#039;&#039;XGOG Release_x64.exe&#039;&#039;&#039; and starting the game, &#039;&#039;&#039;pressing the ` Key opens the debug screen&#039;&#039;&#039;. The ` key is typically located below the Esc key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
Once the debug screen is accessed, you can open windows and tabs that can be arranged as you wish.&lt;br /&gt;
&lt;br /&gt;
====Freecam====&lt;br /&gt;
Pressing &#039;&#039;&#039;J&#039;&#039;&#039; enters freecam mode, which allows you to fly freely around the star system.&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=vMFjPTzihfM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====UI Editor====&lt;br /&gt;
The Debug version also appears to be used by Hello Games to design User Interface Elements.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_ui_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
To access the UI editor, navigate to the debug menu and locate the UI editing section. From there, open the scene window and select any UI [[MBIN]] file to reveal a hierarchy of all the elements contained within it. By selecting an element, you can access its settings in the properties window and make any necessary edits. As you make changes, the design window will display the UI file in real-time.&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_ui_edit_2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
The main HUD&#039;s &amp;quot;curved&amp;quot; effect is applied in game, while the design is actually flat 2D in the editor.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Biome Editor====&lt;br /&gt;
[[File:Debug_terrain_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_biome_edit.png|800px]]&lt;br /&gt;
&lt;br /&gt;
====Model Viewer and Customizer====&lt;br /&gt;
[[File:Debug_model_viewer.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Debug_model_customizer.png|800px]]&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=448</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=448"/>
		<updated>2023-06-15T22:36:23Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: added Game Informer article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Articles====&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20150110074409/https://www.digitaltrends.com/gaming/no-mans-sky-e3-preview-2014/&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2014/06/15/no-man-39-s-sky-tech-shows-off-infinite-variations.aspx&lt;br /&gt;
* https://www.ign.com/articles/2014/06/14/e3-2014-the-journey-to-the-center-of-the-universe-in-no-mans-sky&lt;br /&gt;
* https://www.destructoid.com/no-mans-sky-developers-want-players-to-work-things-out-for-themselves/&lt;br /&gt;
* https://web.archive.org/web/20201111204238/https://ew.com/article/2014/06/12/no-mans-sky-e3-hello/&lt;br /&gt;
* https://www.bbc.co.uk/news/technology-27807167&lt;br /&gt;
* https://venturebeat.com/games/han-solo-simulator-no-mans-sky-developer-says-the-sci-fi-games-tech-came-after-the-idea/&lt;br /&gt;
&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5860418/behind-the-scenes-at-hello-games-makers-of-no-mans-sky&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20141015222611/https://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/&lt;br /&gt;
* http://grantland.com/hollywood-prospectus/will-the-infinite-worlds-of-no-mans-sky-revolutionize-gaming/&lt;br /&gt;
* https://www.gamespot.com/articles/the-story-behind-no-mans-skys-show-stopping-e3/1100-6420976/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20170417114407/https://imgur.com/a/O3heP&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx&lt;br /&gt;
&lt;br /&gt;
* https://imgur.com/a/fqdhG#0&lt;br /&gt;
&lt;br /&gt;
* https://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian&lt;br /&gt;
* https://www.newyorker.com/tech/annals-of-technology/what-a-dragons-mating-scream-sounds-like&lt;br /&gt;
&lt;br /&gt;
* https://www.ign.com/articles/2016/04/13/how-i-spent-two-hours-in-no-mans-sky-ign-first&lt;br /&gt;
* https://web.archive.org/web/20160420072211/http://www.ign.com/articles/2015/07/24/ask-sean-murray-anything-about-no-mans-sky&lt;br /&gt;
* https://www.ign.com/articles/2015/07/13/no-mans-sky-from-humble-beginnings&lt;br /&gt;
* https://www.ign.com/articles/2015/07/07/no-mans-sky-how-to-leave-your-mark-on-the-universe&lt;br /&gt;
&lt;br /&gt;
* https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/03/03/exploring-the-galaxy-firsthand-in-no-man-s-sky.aspx&lt;br /&gt;
* https://www.wired.co.uk/article/no-mans-sky-hands-on-interview&lt;br /&gt;
* https://web.archive.org/web/20160312080839/http://www.kotaku.co.uk/2016/03/03/you-can-do-much-more-than-fly-around-in-no-mans-sky&lt;br /&gt;
* https://www.theverge.com/2016/3/3/11152396/no-mans-sky-preview-sean-murray-interview-ps4-pc&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/RRpDn5qPp3s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/MZO40WBNA60&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 Developer Commentary (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/1bXANFZkcO4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean Murray and Ted Price (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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|id=https://youtu.be/5ToQGnddFRA&lt;br /&gt;
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|id=https://youtu.be/_g15ANx5T7s&lt;br /&gt;
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|id=https://youtu.be/OEUuseb1MpM&lt;br /&gt;
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|id=https://youtu.be/ZVl1Hmth3HE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Gamescom interview by Playstation Access (August 2014)&lt;br /&gt;
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|id=https://youtu.be/o-usSUKXxDc&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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|id=https://youtu.be/8A6ffb1Snbk&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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&lt;br /&gt;
Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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|id=https://youtu.be/WQhSP82uhY4&lt;br /&gt;
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|id=https://youtu.be/xpcoO7bTV48&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
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|id=https://youtu.be/2vK5LiH_fdI&lt;br /&gt;
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|id=https://youtu.be/R4zKTNLz0kQ&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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|id=https://youtu.be/vcEA41eBOGs&lt;br /&gt;
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|id=https://youtu.be/v4Q_chMbcAE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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|id=https://youtu.be/DLdumINqNy0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Press B roll (June 2015)&lt;br /&gt;
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|id=https://youtu.be/wV1i2x7XZug&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN First Coverage (July 2015)&lt;br /&gt;
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|id=https://youtu.be/CLcjvIQJns0&lt;br /&gt;
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|id=https://youtu.be/qfpMRoZwzpk&lt;br /&gt;
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|id=https://youtu.be/BXUrOFVItgs&lt;br /&gt;
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|id=https://youtu.be/icw5tg-H3xc&lt;br /&gt;
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|id=https://youtu.be/ERwVR5DjlYo&lt;br /&gt;
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|id=https://youtu.be/ueBCC1PCf84&lt;br /&gt;
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|id=https://youtu.be/KUyQFRuXpfE&lt;br /&gt;
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|id=https://youtu.be/ytPJWfrsU0g&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/UgFNPg9qUXI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Stephen Colbert appearance (October 2015)&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Yorker demo (October 2015)&lt;br /&gt;
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|id=https://youtu.be/nvRJoehEQf0&lt;br /&gt;
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|id=https://youtu.be/CqUd3qj102Y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Access gameplay Description (March 2016)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/hGXDCV9HiZ4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamespot Detail coverage (March 2016)&lt;br /&gt;
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|id=https://youtu.be/tiXjh4oUak0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 questions answered by Sean Murray (March 2016)&lt;br /&gt;
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|id=https://youtu.be/MAAFAYZgeuk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN First, the second time (April 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/CTRi2aEJrgQ&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/-JT0LMobgWk&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/e18jOzi3fGw&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/cUnKJyoyIIk&lt;br /&gt;
}}&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/it_9pUYO2AY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/eBPF7uNZUfY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/Fx4Uz9OM3AI&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/FqrOeqGTRJM&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/CCIC7HLC-bU&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/Pp60d_P01lY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/aozqa_7PLhE&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=441</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=441"/>
		<updated>2023-06-12T16:20:28Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Articles====&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20150110074409/https://www.digitaltrends.com/gaming/no-mans-sky-e3-preview-2014/&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2014/06/15/no-man-39-s-sky-tech-shows-off-infinite-variations.aspx&lt;br /&gt;
* https://www.ign.com/articles/2014/06/14/e3-2014-the-journey-to-the-center-of-the-universe-in-no-mans-sky&lt;br /&gt;
* https://www.destructoid.com/no-mans-sky-developers-want-players-to-work-things-out-for-themselves/&lt;br /&gt;
* https://web.archive.org/web/20201111204238/https://ew.com/article/2014/06/12/no-mans-sky-e3-hello/&lt;br /&gt;
* https://www.bbc.co.uk/news/technology-27807167&lt;br /&gt;
* https://venturebeat.com/games/han-solo-simulator-no-mans-sky-developer-says-the-sci-fi-games-tech-came-after-the-idea/&lt;br /&gt;
&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5860418/behind-the-scenes-at-hello-games-makers-of-no-mans-sky&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20141015222611/https://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/&lt;br /&gt;
* http://grantland.com/hollywood-prospectus/will-the-infinite-worlds-of-no-mans-sky-revolutionize-gaming/&lt;br /&gt;
* https://www.gamespot.com/articles/the-story-behind-no-mans-skys-show-stopping-e3/1100-6420976/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20170417114407/https://imgur.com/a/O3heP&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx&lt;br /&gt;
&lt;br /&gt;
* https://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian&lt;br /&gt;
* https://www.newyorker.com/tech/annals-of-technology/what-a-dragons-mating-scream-sounds-like&lt;br /&gt;
&lt;br /&gt;
* https://www.ign.com/articles/2016/04/13/how-i-spent-two-hours-in-no-mans-sky-ign-first&lt;br /&gt;
* https://web.archive.org/web/20160420072211/http://www.ign.com/articles/2015/07/24/ask-sean-murray-anything-about-no-mans-sky&lt;br /&gt;
* https://www.ign.com/articles/2015/07/13/no-mans-sky-from-humble-beginnings&lt;br /&gt;
* https://www.ign.com/articles/2015/07/07/no-mans-sky-how-to-leave-your-mark-on-the-universe&lt;br /&gt;
&lt;br /&gt;
* https://www.theatlantic.com/technology/archive/2016/02/artificial-universe-no-mans-sky/463308/&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/03/03/exploring-the-galaxy-firsthand-in-no-man-s-sky.aspx&lt;br /&gt;
* https://www.wired.co.uk/article/no-mans-sky-hands-on-interview&lt;br /&gt;
* https://web.archive.org/web/20160312080839/http://www.kotaku.co.uk/2016/03/03/you-can-do-much-more-than-fly-around-in-no-mans-sky&lt;br /&gt;
* https://www.theverge.com/2016/3/3/11152396/no-mans-sky-preview-sean-murray-interview-ps4-pc&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
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|id=https://youtu.be/RRpDn5qPp3s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/MZO40WBNA60&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 Developer Commentary (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/1bXANFZkcO4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean Murray and Ted Price (June 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/5ToQGnddFRA&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/_g15ANx5T7s&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/OEUuseb1MpM&lt;br /&gt;
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|id=https://youtu.be/ZVl1Hmth3HE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamescom interview by Playstation Access (August 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/o-usSUKXxDc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/8A6ffb1Snbk&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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&lt;br /&gt;
Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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|id=https://youtu.be/WQhSP82uhY4&lt;br /&gt;
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|id=https://youtu.be/xpcoO7bTV48&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
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&lt;br /&gt;
Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
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|id=https://youtu.be/2vK5LiH_fdI&lt;br /&gt;
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|id=https://youtu.be/R4zKTNLz0kQ&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
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&lt;br /&gt;
Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
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&lt;br /&gt;
Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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|id=https://youtu.be/vcEA41eBOGs&lt;br /&gt;
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|id=https://youtu.be/v4Q_chMbcAE&lt;br /&gt;
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&lt;br /&gt;
E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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|id=https://youtu.be/DLdumINqNy0&lt;br /&gt;
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&lt;br /&gt;
E3 2015 Press B roll (June 2015)&lt;br /&gt;
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|id=https://youtu.be/wV1i2x7XZug&lt;br /&gt;
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&lt;br /&gt;
IGN First Coverage (July 2015)&lt;br /&gt;
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|id=https://youtu.be/CLcjvIQJns0&lt;br /&gt;
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|id=https://youtu.be/UgFNPg9qUXI&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Stephen Colbert appearance (October 2015)&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
New Yorker demo (October 2015)&lt;br /&gt;
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|id=https://youtu.be/nvRJoehEQf0&lt;br /&gt;
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|id=https://youtu.be/CqUd3qj102Y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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&lt;br /&gt;
Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Access gameplay Description (March 2016)&lt;br /&gt;
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|id=https://youtu.be/hGXDCV9HiZ4&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Gamespot Detail coverage (March 2016)&lt;br /&gt;
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|id=https://youtu.be/tiXjh4oUak0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
4 questions answered by Sean Murray (March 2016)&lt;br /&gt;
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|id=https://youtu.be/MAAFAYZgeuk&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN First, the second time (April 2016)&lt;br /&gt;
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|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
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|id=https://youtu.be/CTRi2aEJrgQ&lt;br /&gt;
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|id=https://youtu.be/-JT0LMobgWk&lt;br /&gt;
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|id=https://youtu.be/e18jOzi3fGw&lt;br /&gt;
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|id=https://youtu.be/cUnKJyoyIIk&lt;br /&gt;
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|id=https://youtu.be/it_9pUYO2AY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
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|id=https://youtu.be/eBPF7uNZUfY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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|id=https://youtu.be/Fx4Uz9OM3AI&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/FqrOeqGTRJM&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/CCIC7HLC-bU&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/Pp60d_P01lY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
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|id=https://youtu.be/aozqa_7PLhE&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=416</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=416"/>
		<updated>2023-06-12T08:15:48Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: Added a ton of articles and a few videos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Articles====&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20150110074409/https://www.digitaltrends.com/gaming/no-mans-sky-e3-preview-2014/&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2014/06/15/no-man-39-s-sky-tech-shows-off-infinite-variations.aspx&lt;br /&gt;
* https://www.ign.com/articles/2014/06/14/e3-2014-the-journey-to-the-center-of-the-universe-in-no-mans-sky&lt;br /&gt;
* https://www.destructoid.com/no-mans-sky-developers-want-players-to-work-things-out-for-themselves/&lt;br /&gt;
* https://web.archive.org/web/20201111204238/https://ew.com/article/2014/06/12/no-mans-sky-e3-hello/&lt;br /&gt;
* https://www.bbc.co.uk/news/technology-27807167&lt;br /&gt;
* https://venturebeat.com/games/han-solo-simulator-no-mans-sky-developer-says-the-sci-fi-games-tech-came-after-the-idea/&lt;br /&gt;
&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5856718/no-mans-sky-preview&lt;br /&gt;
* https://www.theverge.com/2014/7/1/5860418/behind-the-scenes-at-hello-games-makers-of-no-mans-sky&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20141015222611/https://www.technologyreview.com/news/529136/no-mans-sky-a-vast-game-crafted-by-algorithms/&lt;br /&gt;
* http://grantland.com/hollywood-prospectus/will-the-infinite-worlds-of-no-mans-sky-revolutionize-gaming/&lt;br /&gt;
* https://www.gamespot.com/articles/the-story-behind-no-mans-skys-show-stopping-e3/1100-6420976/&lt;br /&gt;
&lt;br /&gt;
* https://web.archive.org/web/20170417114407/https://imgur.com/a/O3heP&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/08/galactic-map-puts-scale-of-no-man-s-sky-in-perspective.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/15/the-path-to-no-man-s-sky-s-end-game.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/19/the-secret-story-behind-no-man-s-sky.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/24/a-look-at-no-mans-skys-creature-features.aspx&lt;br /&gt;
* https://www.gameinformer.com/b/features/archive/2014/12/26/an-assortment-of-lesser-known-no-man-s-sky-facts.aspx&lt;br /&gt;
&lt;br /&gt;
* https://www.newyorker.com/magazine/2015/05/18/world-without-end-raffi-khatchadourian&lt;br /&gt;
* https://www.newyorker.com/tech/annals-of-technology/what-a-dragons-mating-scream-sounds-like&lt;br /&gt;
&lt;br /&gt;
* https://www.ign.com/articles/2016/04/13/how-i-spent-two-hours-in-no-mans-sky-ign-first&lt;br /&gt;
* https://web.archive.org/web/20160420072211/http://www.ign.com/articles/2015/07/24/ask-sean-murray-anything-about-no-mans-sky&lt;br /&gt;
* https://www.ign.com/articles/2015/07/13/no-mans-sky-from-humble-beginnings&lt;br /&gt;
* https://www.ign.com/articles/2015/07/07/no-mans-sky-how-to-leave-your-mark-on-the-universe&lt;br /&gt;
&lt;br /&gt;
* https://www.gameinformer.com/games/no_mans_sky/b/playstation4/archive/2016/03/03/exploring-the-galaxy-firsthand-in-no-man-s-sky.aspx&lt;br /&gt;
* https://www.wired.co.uk/article/no-mans-sky-hands-on-interview&lt;br /&gt;
* https://web.archive.org/web/20160312080839/http://www.kotaku.co.uk/2016/03/03/you-can-do-much-more-than-fly-around-in-no-mans-sky&lt;br /&gt;
* https://www.theverge.com/2016/3/3/11152396/no-mans-sky-preview-sean-murray-interview-ps4-pc&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
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|id=https://youtu.be/RRpDn5qPp3s&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/MZO40WBNA60&lt;br /&gt;
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|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 Developer Commentary (June 2014)&lt;br /&gt;
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|id=https://youtu.be/1bXANFZkcO4&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
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|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sean Murray and Ted Price (June 2014)&lt;br /&gt;
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|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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|id=https://youtu.be/5ToQGnddFRA&lt;br /&gt;
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|id=https://youtu.be/ZVl1Hmth3HE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Gamescom interview by Playstation Access (August 2014)&lt;br /&gt;
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|id=https://youtu.be/o-usSUKXxDc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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|id=https://youtu.be/8A6ffb1Snbk&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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|id=https://youtu.be/WQhSP82uhY4&lt;br /&gt;
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|id=https://youtu.be/xpcoO7bTV48&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/2vK5LiH_fdI&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/R4zKTNLz0kQ&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
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&lt;br /&gt;
Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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|id=https://youtu.be/vcEA41eBOGs&lt;br /&gt;
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|id=https://youtu.be/v4Q_chMbcAE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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|id=https://youtu.be/DLdumINqNy0&lt;br /&gt;
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&lt;br /&gt;
E3 2015 Press B roll (June 2015)&lt;br /&gt;
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|id=https://youtu.be/wV1i2x7XZug&lt;br /&gt;
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&lt;br /&gt;
IGN First Coverage (July 2015)&lt;br /&gt;
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|id=https://youtu.be/CLcjvIQJns0&lt;br /&gt;
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|id=https://youtu.be/qfpMRoZwzpk&lt;br /&gt;
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|id=https://youtu.be/BXUrOFVItgs&lt;br /&gt;
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|id=https://youtu.be/UgFNPg9qUXI&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Stephen Colbert appearance (October 2015)&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
New Yorker demo (October 2015)&lt;br /&gt;
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|id=https://youtu.be/nvRJoehEQf0&lt;br /&gt;
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|id=https://youtu.be/CqUd3qj102Y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Access gameplay Description (March 2016)&lt;br /&gt;
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|id=https://youtu.be/hGXDCV9HiZ4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamespot Detail coverage (March 2016)&lt;br /&gt;
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|id=https://youtu.be/tiXjh4oUak0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 questions answered by Sean Murray (March 2016)&lt;br /&gt;
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|id=https://youtu.be/MAAFAYZgeuk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN First, the second time (April 2016)&lt;br /&gt;
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|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
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|id=https://youtu.be/CTRi2aEJrgQ&lt;br /&gt;
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|id=https://youtu.be/-JT0LMobgWk&lt;br /&gt;
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|id=https://youtu.be/e18jOzi3fGw&lt;br /&gt;
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|id=https://youtu.be/cUnKJyoyIIk&lt;br /&gt;
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|id=https://youtu.be/it_9pUYO2AY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/eBPF7uNZUfY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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service=youtube&lt;br /&gt;
|id=https://youtu.be/Fx4Uz9OM3AI&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
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|id=https://youtu.be/FqrOeqGTRJM&lt;br /&gt;
}}&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/CCIC7HLC-bU&lt;br /&gt;
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|id=https://youtu.be/Pp60d_P01lY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
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|id=https://youtu.be/aozqa_7PLhE&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=410</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=410"/>
		<updated>2023-06-12T03:15:49Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
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|id=https://youtu.be/RRpDn5qPp3s&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/MZO40WBNA60&lt;br /&gt;
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|id=https://youtu.be/0APP5WcX8v8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
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|id=https://youtu.be/YwX0g4ZkMH0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
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|id=https://youtu.be/U9muD249qNM&lt;br /&gt;
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&lt;br /&gt;
Sean Murray and Ted Price (June 2014)&lt;br /&gt;
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|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
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&lt;br /&gt;
GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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|id=https://youtu.be/5ToQGnddFRA&lt;br /&gt;
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|id=https://youtu.be/ZVl1Hmth3HE&lt;br /&gt;
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&lt;br /&gt;
Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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|id=https://youtu.be/8A6ffb1Snbk&lt;br /&gt;
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&lt;br /&gt;
Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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&lt;br /&gt;
Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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|id=https://youtu.be/WQhSP82uhY4&lt;br /&gt;
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|id=https://youtu.be/xpcoO7bTV48&lt;br /&gt;
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&lt;br /&gt;
A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
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|id=https://youtu.be/2vK5LiH_fdI&lt;br /&gt;
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|id=https://youtu.be/R4zKTNLz0kQ&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
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&lt;br /&gt;
Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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|id=https://youtu.be/vcEA41eBOGs&lt;br /&gt;
}}&lt;br /&gt;
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|id=https://youtu.be/v4Q_chMbcAE&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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|id=https://youtu.be/DLdumINqNy0&lt;br /&gt;
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&lt;br /&gt;
E3 2015 Press B roll (June 2015)&lt;br /&gt;
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|id=https://youtu.be/wV1i2x7XZug&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IGN First Coverage (July 2015)&lt;br /&gt;
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|id=https://youtu.be/CLcjvIQJns0&lt;br /&gt;
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|id=https://youtu.be/BXUrOFVItgs&lt;br /&gt;
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|id=https://youtu.be/icw5tg-H3xc&lt;br /&gt;
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|id=https://youtu.be/ERwVR5DjlYo&lt;br /&gt;
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|id=https://youtu.be/ueBCC1PCf84&lt;br /&gt;
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|id=https://youtu.be/KUyQFRuXpfE&lt;br /&gt;
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|id=https://youtu.be/UgFNPg9qUXI&lt;br /&gt;
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&lt;br /&gt;
PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
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&lt;br /&gt;
Stephen Colbert appearance (October 2015)&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
New Yorker demo (October 2015)&lt;br /&gt;
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|id=https://youtu.be/nvRJoehEQf0&lt;br /&gt;
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|id=https://youtu.be/CqUd3qj102Y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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&lt;br /&gt;
Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
IGN First, the second time (April 2016)&lt;br /&gt;
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|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
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|id=https://youtu.be/it_9pUYO2AY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
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|id=https://youtu.be/eBPF7uNZUfY&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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|id=https://youtu.be/Fx4Uz9OM3AI&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=409</id>
		<title>Pre-Release Media</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Pre-Release_Media&amp;diff=409"/>
		<updated>2023-06-12T03:08:06Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: Created page with &amp;quot;Category:Articles  ====Videos====  Announcement Trailer (Dec 2013) {{#evt: service=youtube |id=https://youtu.be/RRpDn5qPp3s }}   E3 2014 and Infinite Worlds Trailer (June 2014) {{#evt: service=youtube |id=https://youtu.be/MZO40WBNA60 }} {{#evt: service=youtube |id=https://youtu.be/0APP5WcX8v8 }}   E3 2014 interview by Danny O&amp;#039;Dwyer (June 2014) {{#evt: service=youtube |id=https://youtu.be/YwX0g4ZkMH0 }}   E3 2014 interview by Anthony Carboni (June 2014) {{#evt: servic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Articles]]&lt;br /&gt;
&lt;br /&gt;
====Videos====&lt;br /&gt;
&lt;br /&gt;
Announcement Trailer (Dec 2013)&lt;br /&gt;
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E3 2014 and Infinite Worlds Trailer (June 2014)&lt;br /&gt;
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E3 2014 interview by Danny O&#039;Dwyer (June 2014)&lt;br /&gt;
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E3 2014 interview by Anthony Carboni (June 2014)&lt;br /&gt;
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Sean Murray and Ted Price (June 2014)&lt;br /&gt;
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|id=https://youtu.be/yWnIrP1MCaM&lt;br /&gt;
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The Story of Hello Games (June 2014)&lt;br /&gt;
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|id=https://youtu.be/aTczqx-PWJU&lt;br /&gt;
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IGN Story, Gameplay, Multiplayer interview&lt;br /&gt;
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|id=https://youtu.be/tYoGN2zgXQU&lt;br /&gt;
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GameSpot&#039;s The Next Big Game coverage (July 2014)&lt;br /&gt;
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Trailer for Game Informer&#039;s Coverage (December 2014)&lt;br /&gt;
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Game Informer behind the scenes tour (December 2014)&lt;br /&gt;
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|id=https://youtu.be/h-kifCYToAU&lt;br /&gt;
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Portal and Galaxy Trailers (December 2014)&lt;br /&gt;
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A Night Under No Man&#039;s Sky concert (December 2014)&lt;br /&gt;
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|id=https://youtu.be/BIXIl1lUY_s&lt;br /&gt;
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&lt;br /&gt;
Game Informer 70 questions interview (December 2014)&lt;br /&gt;
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|id=https://youtu.be/n0uYnwqlslU&lt;br /&gt;
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Game Informer Managing the Hype of No Man&#039;s Sky (December 2014)&lt;br /&gt;
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Game Informer interview with Hello Games and 65daysofstatic (December 2014)&lt;br /&gt;
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|id=https://youtu.be/dgRJbFQGyIE&lt;br /&gt;
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Game Informer community questions interview (Recorded December 2014)&lt;br /&gt;
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|id=https://youtu.be/GjKTJblJpw0&lt;br /&gt;
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Grant Duncan&#039;s GDC talks (March 2015)&lt;br /&gt;
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E3 2015 Stage Demo (June 2015)&lt;br /&gt;
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E3 2015 Press B roll (June 2015)&lt;br /&gt;
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IGN First Coverage (July 2015)&lt;br /&gt;
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PlayStation Gameplay explanation (August 2015)&lt;br /&gt;
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|id=https://youtu.be/kQYcQX1XK5I&lt;br /&gt;
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Stephen Colbert appearance (October 2015)&lt;br /&gt;
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|id=https://youtu.be/ZqeN6hj4dZU&lt;br /&gt;
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New Yorker demo (October 2015)&lt;br /&gt;
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&#039;I&#039;ve Seen Things&#039; Trailer (October 2015)&lt;br /&gt;
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|id=https://youtu.be/-UVQ14JrfRI&lt;br /&gt;
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Shuhei Yoshida demo (December 2015)&lt;br /&gt;
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|id=https://youtu.be/-sb-clg3Tlw&lt;br /&gt;
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IGN First, the second time (April 2016)&lt;br /&gt;
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|id=https://youtu.be/D-uMFHoF8VA&lt;br /&gt;
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&lt;br /&gt;
Anthony Carboni Demo (April 2016)&lt;br /&gt;
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|id=https://youtu.be/qqmJ8k9uBB0&lt;br /&gt;
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&lt;br /&gt;
PlayStation &#039;Universe of No Man&#039;s Sky&#039; Series (April 2016)&lt;br /&gt;
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|id=https://youtu.be/oYmkHTBiXDg&lt;br /&gt;
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PlayStation Pillar Trailers (July 2016)&lt;br /&gt;
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&lt;br /&gt;
Launch Trailer (August 2016)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=RC1Terrain&amp;diff=288</id>
		<title>RC1Terrain</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=RC1Terrain&amp;diff=288"/>
		<updated>2023-04-09T03:49:08Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: Created page with &amp;quot;The terrain generation in the version of the game found on the initial release disk for PS4 (Release Candidate 1) is significantly different than that of the full release. This article aims to cover the structural differences between the .EXML files for the Voxel Generation files of the RC1 version and the full release (1.03) version, and is formatted as a todo list to make the terrain gen of RC1 function with retro versions of the game. It will not cover the value diffe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The terrain generation in the version of the game found on the initial release disk for PS4 (Release Candidate 1) is significantly different than that of the full release. This article aims to cover the structural differences between the .EXML files for the Voxel Generation files of the RC1 version and the full release (1.03) version, and is formatted as a todo list to make the terrain gen of RC1 function with retro versions of the game. It will not cover the value differences and it should also be noted that many of the differences are actually because the RC1 exml was created with a much newer build of the MBINCompiler that aims for better readability, not because of structural differences in the mbins.&lt;br /&gt;
&lt;br /&gt;
Lines that need to be changed:&lt;br /&gt;
&lt;br /&gt;
* The names of the &amp;lt;code&amp;gt;TkVoxelGeneratorSettingsElement&amp;lt;/code&amp;gt; will need to be removed. Ie: &amp;lt;code&amp;gt;    &amp;lt;Property name=&amp;quot;FloatingIslands&amp;quot; value=&amp;quot;TkVoxelGeneratorSettingsElement.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;    &amp;lt;Property value=&amp;quot;TkVoxelGeneratorSettingsElement.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The names of the &amp;lt;code&amp;gt;TkNoiseUberLayerData&amp;lt;/code&amp;gt; will need to be removed. Ie: &amp;lt;code&amp;gt;          &amp;lt;Property name=&amp;quot;Base&amp;quot; value=&amp;quot;TkNoiseUberLayerData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;              &amp;lt;Property value=&amp;quot;TkNoiseUberLayerData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The names of the &amp;lt;code&amp;gt;TkNoiseGridLayerData&amp;lt;/code&amp;gt; will need to be removed. Ie: &amp;lt;code&amp;gt;          &amp;lt;Property name=&amp;quot;Boulder&amp;quot; value=&amp;quot;TkNoiseGridData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;          &amp;lt;Property value=&amp;quot;TkNoiseGridData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The names of the &amp;lt;code&amp;gt;TkNoiseFeatureData&amp;lt;/code&amp;gt; will need to be removed. Ie: &amp;lt;code&amp;gt;          &amp;lt;Property name=&amp;quot;BlobsSmall&amp;quot; value=&amp;quot;TkNoiseFeatureData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt; should be &amp;lt;code&amp;gt;         &amp;lt;Property value=&amp;quot;TkNoiseFeatureData.xml&amp;quot;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SuperPrimative&amp;lt;/code&amp;gt; lines must be changed to &amp;lt;code&amp;gt;SuperFormula3&amp;lt;/code&amp;gt;. This includes changing &amp;lt;code&amp;gt;Width&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Form_m&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Height&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Form_n1&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Depth&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Form_n2&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Thickness&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Form_n3&amp;lt;/code&amp;gt; (these do not necessarily do the same thing??). The &amp;lt;code&amp;gt;CornerRadiusXY&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CornerRadiusZ&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BottomRadiusOffset&amp;lt;/code&amp;gt; lines also need to be removed from these sections.&lt;br /&gt;
&lt;br /&gt;
Lines that need to be removed:&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;SeaLevel&amp;lt;/code&amp;gt; lines will need to be removed. Ie: &amp;lt;code&amp;gt;        &amp;lt;Property name=&amp;quot;SeaLevel&amp;quot; value=&amp;quot;30&amp;quot; /&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;HueOverlayCutoff&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;HueOverlayScale&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;HueOverlayStrength&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ValueOverlayCutoff&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ValueOverlayScale&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ValueOverlayStrength&amp;lt;/code&amp;gt; lines will need to be removed&lt;br /&gt;
&lt;br /&gt;
Lines that need to be added&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NoiseVoxelType1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;NoiseVoxelType2&amp;lt;/code&amp;gt; enums need to be added to each &amp;lt;code&amp;gt;TkVoxelGeneratorSettingsElement&amp;lt;/code&amp;gt; block.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MaximumLOD&amp;lt;/code&amp;gt; Lines need to be added to each &amp;lt;code&amp;gt;NoiseUberLayerData&amp;lt;/code&amp;gt; block.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlateauStratas&amp;lt;/code&amp;gt;,&amp;lt;code&amp;gt;PlateauSharpness&amp;lt;/code&amp;gt;, and&amp;lt;code&amp;gt;PlateauRegionSize&amp;lt;/code&amp;gt; properties need to be added to each &amp;lt;code&amp;gt;NoiseUberLayerData&amp;lt;/code&amp;gt; block.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;BuildingTextureRadius&amp;lt;/code&amp;gt; Lines need to be added&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=263</id>
		<title>OBJECTLIST</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=263"/>
		<updated>2023-04-04T19:20:53Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Object Spawn Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
== Object Lists ==&lt;br /&gt;
&lt;br /&gt;
An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&#039;s Sky. Some of these are biome-specific and are set by a planet&#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are: &lt;br /&gt;
* Four object lists per biome, these are found in the biome specific folders at &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES&amp;lt;/code&amp;gt; and are labeled as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LOW&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;DEAD&amp;lt;/code&amp;gt;. These correlate directly to the flora life level of the planet.&lt;br /&gt;
* &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/LEVELONEOBJECTS/FULLSAFE.MBIN&amp;lt;/code&amp;gt; controls the placement of interactive, typically non natural objects such as Knowledge Stones and crates.&lt;br /&gt;
* Specific lists for cave and underwater biomes.&lt;br /&gt;
* Lists exclusively containing biome-specific resources.&lt;br /&gt;
* Lists exclusively containing rare resource objects such as Gravitino Balls.&lt;br /&gt;
Each object list file is structured the exact same way and can technically be used to place any type of object, no matter it&#039;s original intended use. It is also worth noting that every object list can also have up to four variations to correlate with the flora life level of the planet, even though most entries do not use this feature in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
Each object list file is split up into the same five sections. These sections have a direct effect on the distance that the objects are rendered at, so they should be used appropriately:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Creatures&amp;lt;/code&amp;gt; This section is unused, as creatures are now spawned through the ecosystem files.&lt;br /&gt;
*&amp;lt;code&amp;gt;Landmarks&amp;lt;/code&amp;gt; This section is intended for objects that are relatively large and need to be visible from far away, for example trees or structures.&lt;br /&gt;
*&amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; This section is intended for objects that don&#039;t need to be visible from as far away, but still need to be seen from a reasonable distance. This section is typically used for things like bushes or smaller boulders.&lt;br /&gt;
*&amp;lt;code&amp;gt;DetailObjects&amp;lt;/code&amp;gt; This section is used for small objects that only need to be seen from close up. This usually includes grass, small plants, and very small rocks and pebbles.&lt;br /&gt;
*&amp;lt;code&amp;gt;SelectableObjects&amp;lt;/code&amp;gt; This section is unused, but would be for storing parts related to building generation.&lt;br /&gt;
&lt;br /&gt;
== Object Spawn Data ==&lt;br /&gt;
&lt;br /&gt;
Each section can contain an essentially unlimited number of &amp;lt;code&amp;gt;GcObjectSpawnData.xml&amp;lt;/code&amp;gt; components, each one correlating with a type of object and containing a very large number of properties to control the placement of those objects. It is worth noting that each entry equals one unique object variation, so if you want two types of trees from the same procedural pool for example, you would need to put two separate entries pointing to the same tree pool. A description of each property used by each entry is as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Type&amp;lt;/code&amp;gt;: This can be set to one of two options, &amp;lt;code&amp;gt;Instanced&amp;lt;/code&amp;gt;, which provides improved performance for large numbers of matching objects at the expense of interactions and complex procedural generation (you will want to use this one whenever you can); or &amp;lt;code&amp;gt;Single&amp;lt;/code&amp;gt;, which allows for more complex interactions with multiple states and rendering objects made of many parts (you should only use this one when you absolutely need it)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Resource&amp;lt;/code&amp;gt;: This contains a &amp;lt;code&amp;gt;Filename&amp;lt;/code&amp;gt;, where you put the path to the scene that you want to load and a &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; that will be applied to that model. When &amp;lt;code&amp;gt;UseSeedValue&amp;lt;/code&amp;gt; is set to false, the model will instead use a unique seed generated based of the entry&#039;s position in the list and the planet that it is being placed on (This is usually set to false)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;AltId&amp;lt;/code&amp;gt;: this is used to override the procedural generation of an object with a specific variation instead. To use it, you need to list all of the specific parts you want using their associated Ids from the model&#039;s descriptor. It is important to understand that having anything at all in the AltId field will completely disable procedural generation for that entry, and that all parts you want to have need to be listed. You can list combinations of parts that would not be possible with procedural generation, and whatever combination of parts you choose will be what is used every time. An example of a good list of AltIds would look like this: &amp;lt;code&amp;gt;&amp;quot;_TRUNK_WEIRD _TRUNKM_NEWH _LEAF_H2B &amp;quot;&amp;lt;/code&amp;gt;. Leaving this blank will allow procedural generation as normal.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ProceduralTextures&amp;lt;/code&amp;gt;: This is used to set specific colours and options to the procedural textures on the model.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementTileType&amp;lt;/code&amp;gt;: This is used to determine the terrain voxel type that the object will spawn on. Valid options for the &amp;lt;code&amp;gt;TileType&amp;lt;/code&amp;gt; field are &amp;lt;code&amp;gt;Air&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mountain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dirt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Substance&amp;lt;/code&amp;gt;. Not all of these options will necessarily allow the object to actually spawn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Placement&amp;lt;/code&amp;gt;: This is used to select the noise layer that the game uses to place the object. It can be set to anything, so long as there is a matching entry in the &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN&amp;lt;/code&amp;gt; file. Each of these noise values is tuned usually for specific types of placements, so using different ones can provide very different results. Each noise layer is also consistent, no matter the object using it. So if you have multiple types of trees you can set them to use the &amp;lt;code&amp;gt;FOREST&amp;lt;/code&amp;gt; placement and they will all be placed in a forest together. When enabled, the &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; value will be applied to the noise, so if you want two different types of trees to be in their own forests, you would just enable seeds for both of them and set them to different values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementPriority&amp;lt;/code&amp;gt;: When two objects are going to be spawned too close to each other, one might not spawn. This setting is to control what has priority when that happens. The options are &amp;lt;code&amp;gt;Low&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Normal&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;High&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementCoverage&amp;lt;/code&amp;gt;: This sets the noise threshold that the object can be placed in, 0 is never and 1 is always.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementFlatDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on flatter surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on steeper surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeMultiplayer&amp;lt;/code&amp;gt;: This sets the threshold for what counts as steep when referenced by the above values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinHeight&amp;lt;/code&amp;gt;: This sets the minimum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxHeight&amp;lt;/code&amp;gt;: This sets the maximum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsRelativeToSeaLevel&amp;lt;/code&amp;gt;: This sets whether the altitude settings are relative to sea level. Having this set to true can be particularily useful for spawning underwater objects at certain depths.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinAngle&amp;lt;/code&amp;gt;: This sets the minimum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxAngle&amp;lt;/code&amp;gt;: This sets the maximum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMinRegionRadius&amp;lt;/code&amp;gt;: This sets the minimum radius for a region in which the object can fade at it&#039;s draw distance.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxRegionRadius&amp;lt;/code&amp;gt;: This sets the maximum radius for a region in which the object can fade at it&#039;s draw distance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxImposterRadius&amp;lt;/code&amp;gt;: This sets the maximum distance that the object&#039;s imposter will be visible. See [[Imposters]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade in effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade out. If this is set to a very high number, the object will be prevented from rendering past a certain distance regardless due to the hard limits associated with the section of the objectlist it is under.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade out effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MatchGroundColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to match the colour of the specific terrain voxel it is placed on. This is useful for grass to blend in when being placed on certain surfaces.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForSecondaryColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to the secondary options. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it, while still being cohesive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForRandomColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to a random option from the same palette. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it in a way that stands out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt;: When set true, the object will be rotated to account for the angle of the surface it is spawned on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScale&amp;lt;/code&amp;gt;: This sets the minimum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScale&amp;lt;/code&amp;gt;: This sets the maximum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScaleY&amp;lt;/code&amp;gt;: This sets the minimum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScaleY&amp;lt;/code&amp;gt;: This sets the maximum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningSlopeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on slopes. This is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningPatchEdgeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on the edge of a group. This is usually set to zero in vanilla files and is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxXZRotation&amp;lt;/code&amp;gt;: This sets how far an object can be tilted. It is applied in addition to &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt; when that option is set to true.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectAutoCollision&amp;lt;/code&amp;gt;: When this option is set to true, the object will have a box collider generated based off it&#039;s bounds (furthest extent in each direction). Generally, you would want this option when an object needs collisions but does not have them included in its model. It is worth understanding that because the collider is based off the bounds, it will almost always be larger than it needs to be, and the more complex the object the less accurate the collider will be.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayer&amp;lt;/code&amp;gt;: When this option is set to true, the player will collide with any colliders on the object while on foot, and in their ship. In version 1.2x Pathfinder, this option will only effect the player on foot. For larger and more complex objects like trees that are using &amp;lt;code&amp;gt;ObjectAutoCollision&amp;lt;/code&amp;gt;, it is usually better to have this option disabled.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the player will collide with any colliders on the object while in an exocraft or their ship.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the object will be destroyed upon colliding with the player&#039;s exocraft or ship. This is good to enable on small plants that have collision. Enabling this option on large objects like trees can prevent the player&#039;s ship from getting caught, but leaving it off can be used to create obstacles that exocraft need to avoid.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectShearWindStrength&amp;lt;/code&amp;gt;: Sets how much the object will be distorted by wind blowing. This usually used on grass and small plants, and generally looks bad on anything bigger than that.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByVehicleEffect&amp;lt;/code&amp;gt; [Added in Pathfinder]: This sets the effect used when the object is destroyed by vehicle collision. Whatever is set here should match the Id of an entry in the &amp;lt;code&amp;gt;METADATA/EFFECTS/PLANETEFFECTS.MBIN&amp;lt;/code&amp;gt; table.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=PrereleaseAtmosphere&amp;diff=189</id>
		<title>PrereleaseAtmosphere</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=PrereleaseAtmosphere&amp;diff=189"/>
		<updated>2023-03-30T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
[[Category:Current_Version_Mods]]&lt;br /&gt;
&lt;br /&gt;
{{Mod&lt;br /&gt;
| name=Pre Release Atmosphere&lt;br /&gt;
| image=20230217134452 1.jpg&lt;br /&gt;
| author=AyyMang&lt;br /&gt;
| version=1&lt;br /&gt;
| compatibility=Current Version&lt;br /&gt;
| file=MOD.PrereleaseAtmosphere.pak.zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It&#039;s not finished or polished yet, but this should: Restore the old distance fog in all conditions, including Prime planets; remove cloud shadows and overcast lighting (thanks to Rayrod); add all the same colours as the foundations version of my E3 colour mod; and includes all the space and sky colours from the prerelease footage&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=146</id>
		<title>OBJECTLIST</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=146"/>
		<updated>2023-03-29T22:21:43Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
== Object Lists ==&lt;br /&gt;
&lt;br /&gt;
An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&#039;s Sky. Some of these are biome-specific and are set by a planet&#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are: &lt;br /&gt;
* Four object lists per biome, these are found in the biome specific folders at &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES&amp;lt;/code&amp;gt; and are labeled as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LOW&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;DEAD&amp;lt;/code&amp;gt;. These correlate directly to the flora life level of the planet.&lt;br /&gt;
* &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/LEVELONEOBJECTS/FULLSAFE.MBIN&amp;lt;/code&amp;gt; controls the placement of interactive, typically non natural objects such as Knowledge Stones and crates.&lt;br /&gt;
* Specific lists for cave and underwater biomes.&lt;br /&gt;
* Lists exclusively containing biome-specific resources.&lt;br /&gt;
* Lists exclusively containing rare resource objects such as Gravitino Balls.&lt;br /&gt;
Each object list file is structured the exact same way and can technically be used to place any type of object, no matter it&#039;s original intended use. It is also worth noting that every object list can also have up to four variations to correlate with the flora life level of the planet, even though most entries do not use this feature in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
Each object list file is split up into the same five sections. These sections have a direct effect on the distance that the objects are rendered at, so they should be used appropriately:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Creatures&amp;lt;/code&amp;gt; This section is unused, as creatures are now spawned through the ecosystem files.&lt;br /&gt;
*&amp;lt;code&amp;gt;Landmarks&amp;lt;/code&amp;gt; This section is intended for objects that are relatively large and need to be visible from far away, for example trees or structures.&lt;br /&gt;
*&amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; This section is intended for objects that don&#039;t need to be visible from as far away, but still need to be seen from a reasonable distance. This section is typically used for things like bushes or smaller boulders.&lt;br /&gt;
*&amp;lt;code&amp;gt;DetailObjects&amp;lt;/code&amp;gt; This section is used for small objects that only need to be seen from close up. This usually includes grass, small plants, and very small rocks and pebbles.&lt;br /&gt;
*&amp;lt;code&amp;gt;SelectableObjects&amp;lt;/code&amp;gt; This section is unused, but would be for storing parts related to building generation.&lt;br /&gt;
&lt;br /&gt;
== Object Spawn Data ==&lt;br /&gt;
&lt;br /&gt;
Each section can contain an essentially unlimited number of &amp;lt;code&amp;gt;GcObjectSpawnData.xml&amp;lt;/code&amp;gt; components, each one correlating with a type of object and containing a very large number of properties to control the placement of those objects. It is worth noting that each entry equals one unique object variation, so if you want two types of trees from the same procedural pool for example, you would need to put two separate entries pointing to the same tree pool. A description of each property used by each entry is as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Type&amp;lt;/code&amp;gt;: This can be set to one of two options, &amp;lt;code&amp;gt;Instanced&amp;lt;/code&amp;gt;, which provides improved performance for large numbers of matching objects at the expense of interactions and complex procedural generation (you will want to use this one whenever you can); or &amp;lt;code&amp;gt;Single&amp;lt;/code&amp;gt;, which allows for more complex interactions with multiple states and rendering objects made of many parts (you should only use this one when you absolutely need it)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Resource&amp;lt;/code&amp;gt;: This contains a &amp;lt;code&amp;gt;Filename&amp;lt;/code&amp;gt;, where you put the path to the scene that you want to load and a &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; that will be applied to that model. When &amp;lt;code&amp;gt;UseSeedValue&amp;lt;/code&amp;gt; is set to false, the model will instead use a unique seed generated based of the entry&#039;s position in the list and the planet that it is being placed on (This is usually set to false)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;AltId&amp;lt;/code&amp;gt;: this is used to override the procedural generation of an object with a specific variation instead. To use it, you need to list all of the specific parts you want using their associated Ids from the model&#039;s descriptor. It is important to understand that having anything at all in the AltId field will completely disable procedural generation for that entry, and that all parts you want to have need to be listed. You can list combinations of parts that would not be possible with procedural generation, and whatever combination of parts you choose will be what is used every time. An example of a good list of AltIds would look like this: &amp;lt;code&amp;gt;&amp;quot;_TRUNK_WEIRD _TRUNKM_NEWH _LEAF_H2B &amp;quot;&amp;lt;/code&amp;gt;. Leaving this blank will allow procedural generation as normal.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ProceduralTextures&amp;lt;/code&amp;gt;: This is used to set specific colours and options to the procedural textures on the model.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementTileType&amp;lt;/code&amp;gt;: This is used to determine the terrain voxel type that the object will spawn on. Valid options for the &amp;lt;code&amp;gt;TileType&amp;lt;/code&amp;gt; field are &amp;lt;code&amp;gt;Air&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mountain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dirt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Substance&amp;lt;/code&amp;gt;. Not all of these options will necessarily allow the object to actually spawn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Placement&amp;lt;/code&amp;gt;: This is used to select the noise layer that the game uses to place the object. It can be set to anything, so long as there is a matching entry in the &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN&amp;lt;/code&amp;gt; file. Each of these noise values is tuned usually for specific types of placements, so using different ones can provide very different results. Each noise layer is also consistent, no matter the object using it. So if you have multiple types of trees you can set them to use the &amp;lt;code&amp;gt;FOREST&amp;lt;/code&amp;gt; placement and they will all be placed in a forest together. When enabled, the &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; value will be applied to the noise, so if you want two different types of trees to be in their own forests, you would just enable seeds for both of them and set them to different values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementPriority&amp;lt;/code&amp;gt;: When two objects are going to be spawned too close to each other, one might not spawn. This setting is to control what has priority when that happens. The options are &amp;lt;code&amp;gt;Low&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Normal&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;High&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementCoverage&amp;lt;/code&amp;gt;: This sets the noise threshold that the object can be placed in, 0 is never and 1 is always.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementFlatDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on flatter surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on steeper surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeMultiplayer&amp;lt;/code&amp;gt;: This sets the threshold for what counts as steep when referenced by the above values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinHeight&amp;lt;/code&amp;gt;: This sets the minimum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxHeight&amp;lt;/code&amp;gt;: This sets the maximum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsRelativeToSeaLevel&amp;lt;/code&amp;gt;: This sets whether the altitude settings are relative to sea level. Having this set to true can be particularily useful for spawning underwater objects at certain depths.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinAngle&amp;lt;/code&amp;gt;: This sets the minimum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxAngle&amp;lt;/code&amp;gt;: This sets the maximum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMinRegionRadius&amp;lt;/code&amp;gt;: This sets the minimum radius for a region in which the object can fade at it&#039;s draw distance.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxRegionRadius&amp;lt;/code&amp;gt;: This sets the maximum radius for a region in which the object can fade at it&#039;s draw distance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxImposterRadius&amp;lt;/code&amp;gt;: This sets the maximum distance that the object&#039;s imposter will be visible. See [[Imposters]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade in effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade out. If this is set to a very high number, the object will be prevented from rendering past a certain distance regardless due to the hard limits associated with the section of the objectlist it is under.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade out effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MatchGroundColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to match the colour of the specific terrain voxel it is placed on. This is useful for grass to blend in when being placed on certain surfaces.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForSecondaryColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to the secondary options. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it, while still being cohesive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForRandomColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to a random option from the same palette. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it in a way that stands out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt;: When set true, the object will be rotated to account for the angle of the surface it is spawned on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScale&amp;lt;/code&amp;gt;: This sets the minimum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScale&amp;lt;/code&amp;gt;: This sets the maximum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScaleY&amp;lt;/code&amp;gt;: This sets the minimum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScaleY&amp;lt;/code&amp;gt;: This sets the maximum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningSlopeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on slopes. This is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningPatchEdgeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on the edge of a group. This is usually set to zero in vanilla files and is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxXZRotation&amp;lt;/code&amp;gt;: This sets how far an object can be tilted. It is applied in addition to &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt; when that option is set to true.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayer&amp;lt;/code&amp;gt;: When this option is set to true, the player will collide with any colliders on the object while on foot, and in their ship. In version 1.2x Pathfinder, this option will only effect the player on foot.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the player will collide with any colliders on the object while in an exocraft or their ship.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the object will be destroyed upon colliding with the player&#039;s exocraft or ship. This is good to enable on small plants that have collision. Enabling this option on large objects like trees can prevent the player&#039;s ship from getting caught, but leaving it off can be used to create obstacles that exocraft need to avoid.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectShearWindStrength&amp;lt;/code&amp;gt;: Sets how much the object will be distorted by wind blowing. This usually used on grass and small plants, and generally looks bad on anything bigger than that.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByVehicleEffect&amp;lt;/code&amp;gt; [Added in Pathfinder]: This sets the effect used when the object is destroyed by vehicle collision. Whatever is set here should match the Id of an entry in the &amp;lt;code&amp;gt;METADATA/EFFECTS/PLANETEFFECTS.MBIN&amp;lt;/code&amp;gt; table.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=145</id>
		<title>OBJECTLIST</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=145"/>
		<updated>2023-03-29T22:19:37Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* Object Spawn Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
== Object Lists ==&lt;br /&gt;
&lt;br /&gt;
An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&#039;s Sky. Some of these are biome-specific and are set by a planet&#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are: &lt;br /&gt;
* Four object lists per biome, these are found in the biome specific folders at &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES&amp;lt;/code&amp;gt; and are labeled as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LOW&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;DEAD&amp;lt;/code&amp;gt;. These correlate directly to the flora life level of the planet.&lt;br /&gt;
* &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/LEVELONEOBJECTS/FULLSAFE.MBIN&amp;lt;/code&amp;gt; controls the placement of interactive, typically non natural objects such as Knowledge Stones and crates.&lt;br /&gt;
* Specific lists for cave and underwater biomes.&lt;br /&gt;
* Lists exclusively containing biome-specific resources.&lt;br /&gt;
* Lists exclusively containing rare resource objects such as Gravitino Balls.&lt;br /&gt;
Each object list file is structured the exact same way and can technically be used to place any type of object, no matter it&#039;s original intended use. It is also worth noting that every object list can also have up to four variations to correlate with the flora life level of the planet, even though most entries do not use this feature in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
Each object list file is split up into the same five sections:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Creatures&amp;lt;/code&amp;gt; This section is unused, as creatures are now spawned through the ecosystem files.&lt;br /&gt;
*&amp;lt;code&amp;gt;Landmarks&amp;lt;/code&amp;gt; This section is intended for objects that are relatively large and need to be visible from far away, for example trees or structures.&lt;br /&gt;
*&amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; This section is intended for objects that don&#039;t need to be visible from as far away, but still need to be seen from a reasonable distance. This section is typically used for things like bushes or smaller boulders.&lt;br /&gt;
*&amp;lt;code&amp;gt;DetailObjects&amp;lt;/code&amp;gt; This section is used for small objects that only need to be seen from close up. This usually includes grass, small plants, and very small rocks and pebbles.&lt;br /&gt;
*&amp;lt;code&amp;gt;SelectableObjects&amp;lt;/code&amp;gt; This section is unused, but would be for storing parts related to building generation.&lt;br /&gt;
&lt;br /&gt;
== Object Spawn Data ==&lt;br /&gt;
&lt;br /&gt;
Each section can contain an essentially unlimited number of &amp;lt;code&amp;gt;GcObjectSpawnData.xml&amp;lt;/code&amp;gt; components, each one correlating with a type of object and containing a very large number of properties to control the placement of those objects. It is worth noting that each entry equals one unique object variation, so if you want two types of trees from the same procedural pool for example, you would need to put two separate entries pointing to the same tree pool. A description of each property used by each entry is as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Type&amp;lt;/code&amp;gt;: This can be set to one of two options, &amp;lt;code&amp;gt;Instanced&amp;lt;/code&amp;gt;, which provides improved performance for large numbers of matching objects at the expense of interactions and complex procedural generation (you will want to use this one whenever you can); or &amp;lt;code&amp;gt;Single&amp;lt;/code&amp;gt;, which allows for more complex interactions with multiple states and rendering objects made of many parts (you should only use this one when you absolutely need it)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Resource&amp;lt;/code&amp;gt;: This contains a &amp;lt;code&amp;gt;Filename&amp;lt;/code&amp;gt;, where you put the path to the scene that you want to load and a &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; that will be applied to that model. When &amp;lt;code&amp;gt;UseSeedValue&amp;lt;/code&amp;gt; is set to false, the model will instead use a unique seed generated based of the entry&#039;s position in the list and the planet that it is being placed on (This is usually set to false)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;AltId&amp;lt;/code&amp;gt;: this is used to override the procedural generation of an object with a specific variation instead. To use it, you need to list all of the specific parts you want using their associated Ids from the model&#039;s descriptor. It is important to understand that having anything at all in the AltId field will completely disable procedural generation for that entry, and that all parts you want to have need to be listed. You can list combinations of parts that would not be possible with procedural generation, and whatever combination of parts you choose will be what is used every time. An example of a good list of AltIds would look like this: &amp;lt;code&amp;gt;&amp;quot;_TRUNK_WEIRD _TRUNKM_NEWH _LEAF_H2B &amp;quot;&amp;lt;/code&amp;gt;. Leaving this blank will allow procedural generation as normal.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ProceduralTextures&amp;lt;/code&amp;gt;: This is used to set specific colours and options to the procedural textures on the model.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementTileType&amp;lt;/code&amp;gt;: This is used to determine the terrain voxel type that the object will spawn on. Valid options for the &amp;lt;code&amp;gt;TileType&amp;lt;/code&amp;gt; field are &amp;lt;code&amp;gt;Air&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mountain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dirt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Substance&amp;lt;/code&amp;gt;. Not all of these options will necessarily allow the object to actually spawn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Placement&amp;lt;/code&amp;gt;: This is used to select the noise layer that the game uses to place the object. It can be set to anything, so long as there is a matching entry in the &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN&amp;lt;/code&amp;gt; file. Each of these noise values is tuned usually for specific types of placements, so using different ones can provide very different results. Each noise layer is also consistent, no matter the object using it. So if you have multiple types of trees you can set them to use the &amp;lt;code&amp;gt;FOREST&amp;lt;/code&amp;gt; placement and they will all be placed in a forest together. When enabled, the &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; value will be applied to the noise, so if you want two different types of trees to be in their own forests, you would just enable seeds for both of them and set them to different values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementPriority&amp;lt;/code&amp;gt;: When two objects are going to be spawned too close to each other, one might not spawn. This setting is to control what has priority when that happens. The options are &amp;lt;code&amp;gt;Low&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Normal&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;High&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementCoverage&amp;lt;/code&amp;gt;: This sets the noise threshold that the object can be placed in, 0 is never and 1 is always.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementFlatDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on flatter surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on steeper surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeMultiplayer&amp;lt;/code&amp;gt;: This sets the threshold for what counts as steep when referenced by the above values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinHeight&amp;lt;/code&amp;gt;: This sets the minimum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxHeight&amp;lt;/code&amp;gt;: This sets the maximum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsRelativeToSeaLevel&amp;lt;/code&amp;gt;: This sets whether the altitude settings are relative to sea level. Having this set to true can be particularily useful for spawning underwater objects at certain depths.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinAngle&amp;lt;/code&amp;gt;: This sets the minimum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxAngle&amp;lt;/code&amp;gt;: This sets the maximum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMinRegionRadius&amp;lt;/code&amp;gt;: This sets the minimum radius for a region in which the object can fade at it&#039;s draw distance.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxRegionRadius&amp;lt;/code&amp;gt;: This sets the maximum radius for a region in which the object can fade at it&#039;s draw distance. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeMaxImposterRadius&amp;lt;/code&amp;gt;: This sets the maximum distance that the object&#039;s imposter will be visible. See [[Imposters]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading in.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade in effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutStartDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will start to fade out. If this is set to a very high number, the object will be prevented from rendering past a certain distance regardless due to the hard limits associated with the section of the objectlist it is under.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeOutEndDistance&amp;lt;/code&amp;gt;: This sets the distance at which the object will finish fading out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FadeInOffsetDistance&amp;lt;/code&amp;gt;: This sets an additional distance offset for the fade out effect. If it is set to 0 the object will use the exact distances set.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MatchGroundColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to match the colour of the specific terrain voxel it is placed on. This is useful for grass to blend in when being placed on certain surfaces.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForSecondaryColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to the secondary options. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it, while still being cohesive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForRandomColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to a random option from the same palette. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it in a way that stands out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt;: When set true, the object will be rotated to account for the angle of the surface it is spawned on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScale&amp;lt;/code&amp;gt;: This sets the minimum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScale&amp;lt;/code&amp;gt;: This sets the maximum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScaleY&amp;lt;/code&amp;gt;: This sets the minimum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScaleY&amp;lt;/code&amp;gt;: This sets the maximum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningSlopeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on slopes. This is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningPatchEdgeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on the edge of a group. This is usually set to zero in vanilla files and is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxXZRotation&amp;lt;/code&amp;gt;: This sets how far an object can be tilted. It is applied in addition to &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt; when that option is set to true.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayer&amp;lt;/code&amp;gt;: When this option is set to true, the player will collide with any colliders on the object while on foot, and in their ship. In version 1.2x Pathfinder, this option will only effect the player on foot.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the player will collide with any colliders on the object while in an exocraft or their ship.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByPlayerVehicle&amp;lt;/code&amp;gt; [Added in Pathfinder]: When this option is set to true, the object will be destroyed upon colliding with the player&#039;s exocraft or ship. This is good to enable on small plants that have collision. Enabling this option on large objects like trees can prevent the player&#039;s ship from getting caught, but leaving it off can be used to create obstacles that exocraft need to avoid.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectShearWindStrength&amp;lt;/code&amp;gt;: Sets how much the object will be distorted by wind blowing. This usually used on grass and small plants, and generally looks bad on anything bigger than that.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;DestroyedByVehicleEffect&amp;lt;/code&amp;gt; [Added in Pathfinder]: This sets the effect used when the object is destroyed by vehicle collision. Whatever is set here should match the Id of an entry in the &amp;lt;code&amp;gt;METADATA/EFFECTS/PLANETEFFECTS.MBIN&amp;lt;/code&amp;gt; table.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=138</id>
		<title>OBJECTLIST</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=138"/>
		<updated>2023-03-29T06:25:38Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
== Object Lists ==&lt;br /&gt;
&lt;br /&gt;
An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&#039;s Sky. Some of these are biome-specific and are set by a planet&#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are: &lt;br /&gt;
* Four object lists per biome, these are found in the biome specific folders at &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES&amp;lt;/code&amp;gt; and are labeled as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LOW&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;DEAD&amp;lt;/code&amp;gt;. These correlate directly to the flora life level of the planet.&lt;br /&gt;
* &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/LEVELONEOBJECTS/FULLSAFE.MBIN&amp;lt;/code&amp;gt; controls the placement of interactive, typically non natural objects such as Knowledge Stones and crates.&lt;br /&gt;
* Specific lists for cave and underwater biomes.&lt;br /&gt;
* Lists exclusively containing biome-specific resources.&lt;br /&gt;
* Lists exclusively containing rare resource objects such as Gravitino Balls.&lt;br /&gt;
Each object list file is structured the exact same way and can technically be used to place any type of object, no matter it&#039;s original intended use. It is also worth noting that every object list can also have up to four variations to correlate with the flora life level of the planet, even though most entries do not use this feature in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
Each object list file is split up into the same five sections:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Creatures&amp;lt;/code&amp;gt; This section is unused, as creatures are now spawned through the ecosystem files.&lt;br /&gt;
*&amp;lt;code&amp;gt;Landmarks&amp;lt;/code&amp;gt; This section is intended for objects that are relatively large and need to be visible from far away, for example trees or structures.&lt;br /&gt;
*&amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; This section is intended for objects that don&#039;t need to be visible from as far away, but still need to be seen from a reasonable distance. This section is typically used for things like bushes or smaller boulders.&lt;br /&gt;
*&amp;lt;code&amp;gt;DetailObjects&amp;lt;/code&amp;gt; This section is used for small objects that only need to be seen from close up. This usually includes grass, small plants, and very small rocks and pebbles.&lt;br /&gt;
*&amp;lt;code&amp;gt;SelectableObjects&amp;lt;/code&amp;gt; This section is unused, but would be for storing parts related to building generation.&lt;br /&gt;
&lt;br /&gt;
== Object Spawn Data ==&lt;br /&gt;
&lt;br /&gt;
Each section can contain an essentially unlimited number of &amp;lt;code&amp;gt;GcObjectSpawnData.xml&amp;lt;/code&amp;gt; components, each one correlating with a type of object and containing a very large number of properties to control the placement of those objects. It is worth noting that each entry equals one unique object variation, so if you want two types of trees from the same procedural pool for example, you would need to put two separate entries pointing to the same tree pool. A description of each property used by each entry is as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Type&amp;lt;/code&amp;gt;: This can be set to one of two options, &amp;lt;code&amp;gt;Instanced&amp;lt;/code&amp;gt;, which provides improved performance for large numbers of matching objects at the expense of interactions and complex procedural generation (you will want to use this one whenever you can); or &amp;lt;code&amp;gt;Single&amp;lt;/code&amp;gt;, which allows for more complex interactions with multiple states and rendering objects made of many parts (you should only use this one when you absolutely need it)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Resource&amp;lt;/code&amp;gt;: This contains a &amp;lt;code&amp;gt;Filename&amp;lt;/code&amp;gt;, where you put the path to the scene that you want to load and a &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; that will be applied to that model. When &amp;lt;code&amp;gt;UseSeedValue&amp;lt;/code&amp;gt; is set to false, the model will instead use a unique seed generated based of the entry&#039;s position in the list and the planet that it is being placed on (This is usually set to false)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;AltId&amp;lt;/code&amp;gt;: this is used to override the procedural generation of an object with a specific variation instead. To use it, you need to list all of the specific parts you want using their associated Ids from the model&#039;s descriptor. It is important to understand that having anything at all in the AltId field will completely disable procedural generation for that entry, and that all parts you want to have need to be listed. You can list combinations of parts that would not be possible with procedural generation, and whatever combination of parts you choose will be what is used every time. An example of a good list of AltIds would look like this: &amp;lt;code&amp;gt;&amp;quot;_TRUNK_WEIRD _TRUNKM_NEWH _LEAF_H2B &amp;quot;&amp;lt;/code&amp;gt;. Leaving this blank will allow procedural generation as normal.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ProceduralTextures&amp;lt;/code&amp;gt;: This is used to set specific colours and options to the procedural textures on the model.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementTileType&amp;lt;/code&amp;gt;: This is used to determine the terrain voxel type that the object will spawn on. Valid options for the &amp;lt;code&amp;gt;TileType&amp;lt;/code&amp;gt; field are &amp;lt;code&amp;gt;Air&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mountain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dirt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Substance&amp;lt;/code&amp;gt;. Not all of these options will necessarily allow the object to actually spawn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Placement&amp;lt;/code&amp;gt;: This is used to select the noise layer that the game uses to place the object. It can be set to anything, so long as there is a matching entry in the &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN&amp;lt;/code&amp;gt; file. Each of these noise values is tuned usually for specific types of placements, so using different ones can provide very different results. Each noise layer is also consistent, no matter the object using it. So if you have multiple types of trees you can set them to use the &amp;lt;code&amp;gt;FOREST&amp;lt;/code&amp;gt; placement and they will all be placed in a forest together. When enabled, the &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; value will be applied to the noise, so if you want two different types of trees to be in their own forests, you would just enable seeds for both of them and set them to different values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementPriority&amp;lt;/code&amp;gt;: When two objects are going to be spawned too close to each other, one might not spawn. This setting is to control what has priority when that happens. The options are &amp;lt;code&amp;gt;Low&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Normal&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;High&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementCoverage&amp;lt;/code&amp;gt;: This sets the noise threshold that the object can be placed in, 0 is never and 1 is always.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementFlatDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on flatter surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on steeper surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeMultiplayer&amp;lt;/code&amp;gt;: This sets the threshold for what counts as steep when referenced by the above values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinHeight&amp;lt;/code&amp;gt;: This sets the minimum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxHeight&amp;lt;/code&amp;gt;: This sets the maximum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsRelativeToSeaLevel&amp;lt;/code&amp;gt;: This sets whether the altitude settings are relative to sea level. Having this set to true can be particularily useful for spawning underwater objects at certain depths.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinAngle&amp;lt;/code&amp;gt;: This sets the minimum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxAngle&amp;lt;/code&amp;gt;: This sets the maximum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MatchGroundColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to match the colour of the specific terrain voxel it is placed on. This is useful for grass to blend in when being placed on certain surfaces.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForSecondaryColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to the secondary options. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it, while still being cohesive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForRandomColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to a random option from the same palette. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it in a way that stands out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt;: When set true, the object will be rotated to account for the angle of the surface it is spawned on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScale&amp;lt;/code&amp;gt;: This sets the minimum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScale&amp;lt;/code&amp;gt;: This sets the maximum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScaleY&amp;lt;/code&amp;gt;: This sets the minimum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScaleY&amp;lt;/code&amp;gt;: This sets the maximum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningSlopeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on slopes. This is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningPatchEdgeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on the edge of a group. This is usually set to zero in vanilla files and is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxXZRotation&amp;lt;/code&amp;gt;: This sets how far an object can be tilted. It is applied in addition to &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt; when that option is set to true.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayer&amp;lt;/code&amp;gt;: When this option is set to true, the player will collide with any colliders on the object while on foot, and in their ship.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectShearWindStrength&amp;lt;/code&amp;gt;: Sets how much the object will be distorted by wind blowing. This usually used on grass and small plants, and looks bad on anything bigger than that.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=137</id>
		<title>OBJECTLIST</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=OBJECTLIST&amp;diff=137"/>
		<updated>2023-03-29T06:22:51Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: Created page with &amp;quot;== Object Lists ==  An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&amp;#039;s Sky. Some of these are biome-specific and are set by a planet&amp;#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are:  * Four object lists per biom...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object Lists ==&lt;br /&gt;
&lt;br /&gt;
An object list is a file that controls the generation and placement of objects across planetary surfaces in No Man&#039;s Sky. Some of these are biome-specific and are set by a planet&#039;s &amp;lt;code&amp;gt;BIOME.MBIN&amp;lt;/code&amp;gt; file, others are universal and set via &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/BIOMEFILENAMES.MBIN&amp;lt;/code&amp;gt;. In version 1.1x Foundation, there are over fifty different object list files. Some of the uses of these are: &lt;br /&gt;
* Four object lists per biome, these are found in the biome specific folders at &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES&amp;lt;/code&amp;gt; and are labeled as &amp;lt;code&amp;gt;FULL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LOW&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;DEAD&amp;lt;/code&amp;gt;. These correlate directly to the flora life level of the planet.&lt;br /&gt;
* &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/OBJECTS/LEVELONEOBJECTS/FULLSAFE.MBIN&amp;lt;/code&amp;gt; controls the placement of interactive, typically non natural objects such as Knowledge Stones and crates.&lt;br /&gt;
* Specific lists for cave and underwater biomes.&lt;br /&gt;
* Lists exclusively containing biome-specific resources.&lt;br /&gt;
* Lists exclusively containing rare resource objects such as Gravitino Balls.&lt;br /&gt;
Each object list file is structured the exact same way and can technically be used to place any type of object, no matter it&#039;s original intended use. It is also worth noting that every object list can also have up to four variations to correlate with the flora life level of the planet, even though most entries do not use this feature in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
Each object list file is split up into the same five sections:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;Creatures&amp;lt;/code&amp;gt; This section is unused, as creatures are now spawned through the ecosystem files.&lt;br /&gt;
*&amp;lt;code&amp;gt;Landmarks&amp;lt;/code&amp;gt; This section is intended for objects that are relatively large and need to be visible from far away, for example trees or structures.&lt;br /&gt;
*&amp;lt;code&amp;gt;Objects&amp;lt;/code&amp;gt; This section is intended for objects that don&#039;t need to be visible from as far away, but still need to be seen from a reasonable distance. This section is typically used for things like bushes or smaller boulders.&lt;br /&gt;
*&amp;lt;code&amp;gt;DetailObjects&amp;lt;/code&amp;gt; This section is used for small objects that only need to be seen from close up. This usually includes grass, small plants, and very small rocks and pebbles.&lt;br /&gt;
*&amp;lt;code&amp;gt;SelectableObjects&amp;lt;/code&amp;gt; This section is unused, but would be for storing parts related to building generation.&lt;br /&gt;
&lt;br /&gt;
== Object Spawn Data ==&lt;br /&gt;
&lt;br /&gt;
Each section can contain an essentially unlimited number of &amp;lt;code&amp;gt;GcObjectSpawnData.xml&amp;lt;/code&amp;gt; components, each one correlating with a type of object and containing a very large number of properties to control the placement of those objects. It is worth noting that each entry equals one unique object variation, so if you want two types of trees from the same procedural pool for example, you would need to put two separate entries pointing to the same tree pool. A description of each property used by each entry is as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Type&amp;lt;/code&amp;gt;: This can be set to one of two options, &amp;lt;code&amp;gt;Instanced&amp;lt;/code&amp;gt;, which provides improved performance for large numbers of matching objects at the expense of interactions and complex procedural generation (you will want to use this one whenever you can); or &amp;lt;code&amp;gt;Single&amp;lt;/code&amp;gt;, which allows for more complex interactions with multiple states and rendering objects made of many parts (you should only use this one when you absolutely need it)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Resource&amp;lt;/code&amp;gt;: This contains a &amp;lt;code&amp;gt;Filename&amp;lt;/code&amp;gt;, where you put the path to the scene that you want to load and a &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; that will be applied to that model. When &amp;lt;code&amp;gt;UseSeedValue&amp;lt;/code&amp;gt; is set to false, the model will instead use a unique seed generated based of the entry&#039;s position in the list and the planet that it is being placed on (This is usually set to false)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;AltId&amp;lt;/code&amp;gt;: this is used to override the procedural generation of an object with a specific variation instead. To use it, you need to list all of the specific parts you want using their associated Ids from the model&#039;s descriptor. It is important to understand that having anything at all in the AltId field will completely disable procedural generation for that entry, and that all parts you want to have need to be listed. You can list combinations of parts that would not be possible with procedural generation, and whatever combination of parts you choose will be what is used every time. An example of a good list of AltIds would look like this: &amp;lt;code&amp;gt;&amp;quot;_TRUNK_WEIRD _TRUNKM_NEWH _LEAF_H2B &amp;quot;&amp;lt;/code&amp;gt;. Leaving this blank will allow procedural generation as normal.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ProceduralTextures&amp;lt;/code&amp;gt;: This is used to set specific colours and options to the procedural textures on the model.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementTileType&amp;lt;/code&amp;gt;: This is used to determine the terrain voxel type that the object will spawn on. Valid options for the &amp;lt;code&amp;gt;TileType&amp;lt;/code&amp;gt; field are &amp;lt;code&amp;gt;Air&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rock&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Mountain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Cave&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dirt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Substance&amp;lt;/code&amp;gt;. Not all of these options will necessarily allow the object to actually spawn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Placement&amp;lt;/code&amp;gt;: This is used to select the noise layer that the game uses to place the object. It can be set to anything, so long as there is a matching entry in the &amp;lt;code&amp;gt;METADATA/SIMULATION/SOLARSYSTEM/BIOMES/PLACEMENTVALUES/SPAWNDENSITYLIST.MBIN&amp;lt;/code&amp;gt; file. Each of these noise values is tuned usually for specific types of placements, so using different ones can provide very different results. Each noise layer is also consistent, no matter the object using it. So if you have multiple types of trees you can set them to use the &amp;lt;code&amp;gt;FOREST&amp;lt;/code&amp;gt; placement and they will all be placed in a forest together. When enabled, the &amp;lt;code&amp;gt;Seed&amp;lt;/code&amp;gt; value will be applied to the noise, so if you want two different types of trees to be in their own forests, you would just enable seeds for both of them and set them to different values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementPriority&amp;lt;/code&amp;gt;: When two objects are going to be spawned too close to each other, one might not spawn. This setting is to control what has priority when that happens. The options are &amp;lt;code&amp;gt;Low&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Normal&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;High&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementCoverage&amp;lt;/code&amp;gt;: This sets the noise threshold that the object can be placed in, 0 is never and 1 is always.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementFlatDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on flatter surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeDensity&amp;lt;/code&amp;gt;: This sets the density of the objects on steeper surfaces. Closer to 1 means that the objects will be closer together.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PlacementSlopeMultiplayer&amp;lt;/code&amp;gt;: This sets the threshold for what counts as steep when referenced by the above values.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinHeight&amp;lt;/code&amp;gt;: This sets the minimum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxHeight&amp;lt;/code&amp;gt;: This sets the maximum altitude the object can spawn at. Measured in U (meters)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsRelativeToSeaLevel&amp;lt;/code&amp;gt;: This sets whether the altitude settings are relative to sea level. Having this set to true can be particularily useful for spawning underwater objects at certain depths.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMinAngle&amp;lt;/code&amp;gt;: This sets the minimum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;RestrictionsMaxAngle&amp;lt;/code&amp;gt;: This sets the maximum steepness of terrain that the object can spawn on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MatchGroundColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to match the colour of the specific terrain voxel it is placed on. This is useful for grass to blend in when being placed on certain surfaces.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForSecondaryColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to the secondary options. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it, while still being cohesive.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;SwapPrimaryForRandomColour&amp;lt;/code&amp;gt;: When set to true, this will force the object&#039;s primary colours to switch to a random option from the same palette. An example of where this is useful is when you have a tree variant that you want to have a different leaf colour compared to the plants around it in a way that stands out.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt;: When set true, the object will be rotated to account for the angle of the surface it is spawned on.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScale&amp;lt;/code&amp;gt;: This sets the minimum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScale&amp;lt;/code&amp;gt;: This sets the maximum scale of the object. This is multiplied against the scale that the model already is in it&#039;s scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMinScaleY&amp;lt;/code&amp;gt;: This sets the minimum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.  &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxScaleY&amp;lt;/code&amp;gt;: This sets the maximum for an additional multiplication of object&#039;s scale that is applied exclusively on the Y (vertical) axis.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningSlopeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on slopes. This is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningPatchEdgeScaling&amp;lt;/code&amp;gt;: This sets the scale of objects spawned on the edge of a group. This is usually set to zero in vanilla files and is applied in addition to the other scaling settings.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;PositioningMaxXZRotation&amp;lt;/code&amp;gt;: This sets how far an object can be tilted. It is applied in addition to &amp;lt;code&amp;gt;PositioningMatchGroundNormal&amp;lt;/code&amp;gt; when that option is set to true.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectCollideWithPlayer&amp;lt;/code&amp;gt;: When this option is set to true, the player will collide with any colliders on the object while on foot, and in their ship.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ObjectShearWindStrength&amp;lt;/code&amp;gt;: Sets how much the object will be distorted by wind blowing. This usually used on grass and small plants, and looks bad on anything bigger than that.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Imposters&amp;diff=106</id>
		<title>Imposters</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Imposters&amp;diff=106"/>
		<updated>2023-03-22T13:19:09Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
&lt;br /&gt;
== Imposters ==&lt;br /&gt;
&lt;br /&gt;
Imposters are a feature associated with most medium to large natural props found on planets in No Man&#039;s Sky. Their purpose is to replace models seen at large distances with two dimensional renders of those models to save on performance. It is important to note that although imposters would typically be part of a game&#039;s LOD system, the imposters in No Man&#039;s Sky function independently of the LODs, and are set up differently.&lt;br /&gt;
 &lt;br /&gt;
When an imposter renders, it is displaying a 2d billboarded sprite of whatever model it is replacing. This render is generated at runtime and will accurately capture all procedural parts and textures, including custom ones that have been modded in. The distance at which any given model will switch from a 3d mesh to a 2d imposter is set in the [[OBJECTLIST]] file that it is being called by. Imposters do not require any specific components to be applied in the relevant model&#039;s &amp;lt;code&amp;gt;ENTITY&amp;lt;/code&amp;gt; file, and will even work on models with no entities.&lt;br /&gt;
&lt;br /&gt;
No Man&#039;s Sky&#039;s imposters are done almost entirely in shader and are included as geometry in all the relevant models&#039; SCENE files. Each scene has no more than one imposter included, and that imposter will be single vertical plane with a slightly larger width and height than the largest meshes in that scene. Each imposter will also use it&#039;s own material, and although they are all similar, they are not all identical: &lt;br /&gt;
* All imposter materials use the UBERSHADER&lt;br /&gt;
* All imposter materials use the &amp;lt;code&amp;gt;_F01_DIFFUSEMAP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F03_NORMALMAP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F11_ALPHACUTOUT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F19_BILLBOARD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_F44_IMPOSTER&amp;lt;/code&amp;gt; flags.&lt;br /&gt;
* Some imposter materials use the &amp;lt;code&amp;gt;_F40_SUBSURFACE_MASK&amp;lt;/code&amp;gt; flag to allow for some parts of the render to use subsurface scattering, and/or the &amp;lt;code&amp;gt;_F28_VBSKINNED&amp;lt;/code&amp;gt; flag when parts of the base model are skinned to animate with bones.&lt;br /&gt;
* All imposter materials call &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.DDS&amp;lt;/code&amp;gt; as a diffuse texture, &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.MASKS.DDS&amp;lt;/code&amp;gt; as masks and &amp;lt;code&amp;gt;TEXTURES/TESTS/CHECKERBOARD2.DDS&amp;lt;/code&amp;gt; as a normal map.&lt;br /&gt;
None of these images have associated &amp;lt;code&amp;gt;TEXTURE.MBIN&amp;lt;/code&amp;gt; files, and both &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.DDS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.MASKS.DDS&amp;lt;/code&amp;gt; are blank 2x2 pixel images. &lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
Imposters are somewhat infamous for breaking very easily when mods touch scene files that include them. When a scene containing an imposter breaks, the imposter will show up as a large solid red square that is visible from any distance, even when close enough to see the 3d version of the model. This will only effect the broken scene, all other scenes&#039; imposters will display fine. &lt;br /&gt;
&lt;br /&gt;
Although we don&#039;t currently know too much on why the imposters are so easy to break, the current information we have is as follows: &lt;br /&gt;
* Imposters may break when attached to a scene that is not at path that would normally lead to a scene with imposters (Needs testing to confirm!)&lt;br /&gt;
* Imposters may break when attached to a scene without a matching geometry file at the same directory (Needs testing to confirm!)&lt;br /&gt;
* Imposters may break when being exported from the NMSDK Blender plugin&lt;br /&gt;
* Imposters that are broken by the NMSDK plugin can sometimes be fixed by modifying their data in the scene file to match vanilla&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=Imposters&amp;diff=105</id>
		<title>Imposters</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=Imposters&amp;diff=105"/>
		<updated>2023-03-22T13:16:01Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: Created page with &amp;quot;Category:TechDocs  == Imposters ==  Imposters are a feature associated with most medium to large natural props found on planets in No Man&amp;#039;s Sky. Their purpose is to replace models seen at large distances with two dimensional renders of those models to save on performance. It is important to note that although imposters would typically be part of a game&amp;#039;s LOD system, the imposters in No Man&amp;#039;s Sky function independently of the LODs, and are set up differently.   When a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TechDocs]]&lt;br /&gt;
&lt;br /&gt;
== Imposters ==&lt;br /&gt;
&lt;br /&gt;
Imposters are a feature associated with most medium to large natural props found on planets in No Man&#039;s Sky. Their purpose is to replace models seen at large distances with two dimensional renders of those models to save on performance. It is important to note that although imposters would typically be part of a game&#039;s LOD system, the imposters in No Man&#039;s Sky function independently of the LODs, and are set up differently.&lt;br /&gt;
 &lt;br /&gt;
When an imposter renders, it is displaying a 2d billboarded sprite of whatever model it is replacing. This render is generated at runtime and will accurately capture all procedural parts and textures, including custom ones that have been modded in. The distance at which any given model will switch from a 3d mesh to a 2d imposter is set in the [[OBJECTLIST]] file that it is being called by. Imposters do not require any specific components to be applied in the relevant model&#039;s &amp;lt;code&amp;gt;ENTITY&amp;lt;/code&amp;gt; file, and will even work on models with no entities.&lt;br /&gt;
&lt;br /&gt;
No Man&#039;s Sky&#039;s imposters are done almost entirely in shader and are included as geometry in all the relevant models&#039; SCENE files. Each scene has no more than one imposter included, and that imposter will be single vertical plane with a slightly larger width and height than the largest meshes in that scene. Each imposter will also use it&#039;s own material, and although they are all similar, they are not all identical: &lt;br /&gt;
* All imposter materials use the UBERSHADER&lt;br /&gt;
* All imposter materials use the &amp;lt;code&amp;gt;_F01_DIFFUSEMAP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F03_NORMALMAP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F11_ALPHACUTOUT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_F19_BILLBOARD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_F44_IMPOSTER&amp;lt;/code&amp;gt; flags.&lt;br /&gt;
* Some imposter materials use the &amp;lt;code&amp;gt;_F40_SUBSURFACE_MASK&amp;lt;/code&amp;gt; flag to allow for some parts of the render to use subsurface scattering, and/or the &amp;lt;code&amp;gt;_F28_VBSKINNED&amp;lt;/code&amp;gt; flag when parts of the base model are skinned to animate with bones.&lt;br /&gt;
* All imposter materials call &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.DDS&amp;lt;/code&amp;gt; as a diffuse texture, &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.MASKS.DDS&amp;lt;/code&amp;gt; as masks and &amp;lt;code&amp;gt;TEXTURES/TESTS/CHECKERBOARD2.DDS&amp;lt;/code&amp;gt; as a normal map.&lt;br /&gt;
None of these images have associated &amp;lt;code&amp;gt;TEXTURE.MBIN&amp;lt;/code&amp;gt; files, and both &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.DDS&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;TEXTURES/COMMON/IMPOSTERTEXTURE.MASKS.DDS&amp;lt;/code&amp;gt; are blank 2x2 pixel images. &lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
Imposters are somewhat infamous for breaking very easily when mods touch scene files that include them. When a scene containing an imposter breaks, the imposter will show up as a large solid red square that is visible from any distance, even when close enough to see the 3d version of the model. This will only effect the broken scene, all other scenes&#039; imposters will display fine. &lt;br /&gt;
&lt;br /&gt;
Although we don&#039;t currently know to much on why the imposters are so easy to break, the current information we have is as follows: &lt;br /&gt;
* Imposters may break when attached to a scene that is not at path that would normally lead to a scene with imposters (Needs testing to confirm!)&lt;br /&gt;
* Imposters may break when attached to a scene without a matching geometry file at the same directory (Needs testing to confirm!)&lt;br /&gt;
* Imposters may break when being exported from the NMSDK Blender plugin&lt;br /&gt;
* Imposters that are broken by the NMSDK plugin can sometimes be fixed by modifying their data in the scene file to match vanilla&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
	<entry>
		<id>https://nomansskyretro.com/index.php?title=V1.0x_E3_mods&amp;diff=104</id>
		<title>V1.0x E3 mods</title>
		<link rel="alternate" type="text/html" href="https://nomansskyretro.com/index.php?title=V1.0x_E3_mods&amp;diff=104"/>
		<updated>2023-03-22T02:19:33Z</updated>

		<summary type="html">&lt;p&gt;AyyMang: /* E3 Color palettes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;br /&gt;
&lt;br /&gt;
== E3 2015 HUD ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/33 E3 2015 HUD]&lt;br /&gt;
* What it does: Changes the HUD to the one advertised at E3 2015&lt;br /&gt;
* &#039;&#039;not sure what the difference is with E3 Conversion below, this version is the oldest one!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E3 Laser Crosshair ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/36 E3 Laser Crosshair]&lt;br /&gt;
* What it does: Changes the Laser Crosshair to the much sexier E3 one.&lt;br /&gt;
* Cons: &#039;&#039;&#039;difficult to see against any dark background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E3 Conversion ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/54 E3 Conversion]&lt;br /&gt;
* What it does: Converts the HUD to resemble the E3 one.&lt;br /&gt;
* &#039;&#039;not sure what the difference is with E3 2015 above, same author, and this version is more recent!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E3 Empty slot ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/253 E3 Empty slot] &lt;br /&gt;
* What it does: Replaces the &#039;gear&#039; inventory slot with the E3 &#039;circle&#039; slot. Texture-only, so does not conflict with other UI mods&lt;br /&gt;
&lt;br /&gt;
== E3 Color palettes ==&lt;br /&gt;
* Source: [https://discord.gg/YcQ8Aq2FA6 NMS Retro discord user AyyMang]&lt;br /&gt;
* File: [[:PrereleaseColours.zip]]&lt;br /&gt;
* What it does: Reworks the color palettes to use datamined color values from multiple 2014-2016 prerelease builds of No Man&#039;s Sky.&lt;br /&gt;
* Cons: &#039;&#039;&#039;changes affect ships and multitools, many planets have broken rain or other particle effects that render as black&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== E3 Unknown Structers ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/249 E3 Unknown Structers] &lt;br /&gt;
* What it does: This mod replaces the pretty much useless abandoned shacks you can find with one of the structures from the E3 Trailer.&lt;br /&gt;
*Cons: well, no more shelters at random so less places to hide from environnemental damage&lt;br /&gt;
&lt;br /&gt;
== E3 Backpack ==&lt;br /&gt;
* Source: [https://www.nexusmods.com/nomanssky/mods/274 E3 Backpack] &lt;br /&gt;
* What it does: Replaces the default backpack texture with a brighter, cleaner-looking one with decals that resemble the game&#039;s title/concept art (&#039;E3 version&#039;).&lt;br /&gt;
*Cons:&lt;br /&gt;
&lt;br /&gt;
== E3 Monoliths ==&lt;br /&gt;
* Source: [https://videogamemods.com/nomanssky/mods/e3-monoliths/ E3 Monoliths] &lt;br /&gt;
* What it does: This mods lets you choose from 2 different types now, one with only E3Monoliths and 0 current ones and also meaning they&#039;re uncommon. Or can have a Mixed file while removes Plaques but has variety of current monoliths and E3 ones, and makes E3 ones a bit more common. &lt;br /&gt;
*Cons: no more knowledge stones around the monolith!&lt;br /&gt;
&lt;br /&gt;
== E3 Inventory==&lt;br /&gt;
* Source: [[ZzzE3RestoreInventory.zip]]&lt;br /&gt;
* What it does: E3 inventory style, complete with E3 icon style.&lt;/div&gt;</summary>
		<author><name>AyyMang</name></author>
	</entry>
</feed>