
HardcoreSky - Hardcore Economy and Module Overhaul
Drastic economy overhaul: trade sell prices gutted, buy prices brutal, thinner markets and cheap scans. Three main zips cap upgrade modules at C, C+B or C+B+A, plus an optional zip that removes illegal modules.
查看大图[center][size=6][b]HardcoreSky - Hardcore Economy and Module Overhaul[/b][/size]
✅ [b]Tested for: No Man's Sky 7.02 (Public)[/b][/center]
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This mod guts the No Man's Sky economy and, optionally, limits which classes of upgrade modules the vendors are allowed to sell. It is for players who want money to matter again: trading stops being a money printer, scanning stops paying for everything, and high-class modules stop being a vending-machine purchase.
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[size=4]💀 What it changes[/size]
[code]TRADINGCLASSDATATABLE selling 0.70-0.90 -> 0.08-0.12 (what you get)
buying 1.40-1.80 -> 4.50-6.00 (what you pay)
surge 1.80-2.80 -> 9.00-12.00
TRADINGCOSTTABLE Cost x0.5 · MinCost x0.35 · MaxCost x0.3
ChangePerSale x8 (the market crashes when you sell)
GCPRODUCTTABLE upgrade module BaseValue x0.4
(selling modules pays far less nanites)
DEFAULTREALITY TradeProductsPriceImprovements 0 -> -0.30
BarterPriceMultiplier 1.0 -> 3.0
Min/MaxItemsForSale and stock amounts x0.5
DiscoveryWorth x0.15 (scanning pays scraps)
DIFFICULTYCONFIG Normal/Relaxed/Survival/Permadeath/Custom presets:
CurrencyCost = Expensive, ItemShopAvailability = Low[/code]
Net effect, roughly: [b]you pay 1.5-2.5x more[/b] for what you buy (units and nanites), and [b]you get around a tenth[/b] of what you used to get for what you sell.
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[size=4]📦 The four zips — install ONE of the first three[/size]
[code]HardcoreSky_HardcoreEconomy_ModulesC economy + vendors sell only class C
HardcoreSky_HardcoreEconomy_ModulesCB economy + vendors sell C and B
HardcoreSky_HardcoreEconomy_ModulesCBA economy + vendors sell C, B and A
HardcoreSky_HardcoreEconomy_NoPirateModules OPTIONAL add-on, see below[/code]
The three economy zips are [b]alternatives[/b]: pick the one with the module ceiling you want.
[list]
[][b]ModulesC[/b] — no B, A or S modules at all. Harshest.[/]
[][b]ModulesCB[/b] — no A or S modules. S modules are gone for good, vendored A modules are the ceiling.[/]
[][b]ModulesCBA[/b] — no S modules. S-class must come from other sources (finds, missions, Nexus).[/]
[/list]The class filter applies to the vendors at space stations and the Anomaly (ship, suit, weapon, exocraft and Nexus module merchants).
[b]NoPirateModules[/b] is a separate optional zip: it removes the illegal upgrade modules from the pirate dealer and black-market stock. It changes [b]no prices[/b], so you can add it on top of any of the three main zips.
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[size=4]🚫 What it does NOT change[/size]
[list]
[][b]Quicksilver[/b] — the QS multiplier is left at 1.0; nothing here touches Quicksilver income or prices.[/]
[][b]Mission and event rewards[/b] — that is my separate mod, [url=https://www.nexusmods.com/nomanssky/mods/3480][b]HardcoreSky - Nerfed Rewards[/b][/url].[/]
[][b]Technology installation costs[/b] — that is [url=https://www.nexusmods.com/nomanssky/mods/3460][b]HardcoreSky - Increased Technology Installation Costs[/b][/url].[/]
[][b]Crafting and refining recipes[/b] — untouched.[/]
[][b]Slot upgrade prices[/b] — not touched. The game stores them as fixed arrays this format cannot edit safely.[/]
[][b]Module stats[/b] — a module that still exists works exactly as before; only its market value changed.[/]
[/list]
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[size=4]⚠️ About difficulty presets[/size]
The economy settings normally live behind the game's difficulty options, and your save stores its own copy of those options. Editing the presets applies to new games and to saves where you re-apply a preset, but [b]not[/b] to a save that already has its difficulty set.
So the mod implements the same effects directly in the data tables (prices, stock, scanning, slots) — those apply always. If you are continuing an existing save and want the full nanite/units effect, set [b]Options → Difficulty → Economy/Costs to the hardest level[/b] once after installing.
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[size=4]⚠️ Compatibility[/size]
Conflicts only with mods that write the [b]same lines[/b] of the same tables (EXML changes are merged per line):
[code]METADATA/REALITY/TABLES/TRADINGCLASSDATATABLE.MBIN
METADATA/REALITY/TABLES/TRADINGCOSTTABLE.MBIN
METADATA/REALITY/TABLES/NMS_REALITY_GCPRODUCTTABLE.MBIN
METADATA/REALITY/DEFAULTREALITY.MBIN
METADATA/GAMESTATE/DIFFICULTYCONFIG.MBIN[/code]It coexists fine with my other mods, including Nerfed Rewards and Increased Technology Installation Costs.
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[size=4]🛠️ Installation (EXML)[/size]
This release ships [b]EXML[/b] files (not a .pak). The accompanying [b].lua[/b] is provided for transparency/rebuilds. Vortex can install it; manual install is just as easy.
1) Create (if missing):
[code]No Man's Sky\GAMEDATA\MODS[/code]
2) Extract [b]one[/b] economy folder (or optionally add the NoPirate one) into:
[code]No Man's Sky\GAMEDATA\MODS[/code]
[i]Nothing else to delete:[/i] current versions have no
[code]PCBANKS\DISABLEMODS.TXT[/code]. To disable a mod later, edit
[code]No Man's Sky\Binaries\SETTINGS\GCMODSETTINGS.MXML[/code](set
[code]Enabled[/code]/
[code]EnabledVR[/code]to false) or move its folder out of
[code]GAMEDATA\MODS[/code].
[i]Example structure:[/i]
[code]No Man's Sky
└─ GAMEDATA
└─ MODS
└─ HardcoreSky_HardcoreEconomy_ModulesCBA
└─ METADATA
└─ REALITY
└─ TABLES
└─ TRADINGCLASSDATATABLE.EXML
└─ ...[/code]
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[size=4]🧪 Tested on[/size]
[list]
[]Game build: [b]7.02 (Public)[/b][/]
[]MBINCompiler [b]7.02.0.2[/b] via AMUMSS [b]5.6.2.0w[/b][/]
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[size=4]🙌 Credits[/size]
Built with AMUMSS. Scripting and packaging by Azunain (HardcoreSky).
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[size=4]🔗 More HardcoreSky mods[/size]
[url=https://www.nexusmods.com/nomanssky/mods/3691][b]HardcoreSky - Fishing Difficulty Overhaul[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3704][b]HardcoreSky - Fauna Overhaul[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3718][b]All Refiner & Cooking Recipes in the Wiki[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3480][b]HardcoreSky - Nerfed Rewards[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3461][b]HardcoreSky - Increased Crafting Costs[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3424][b]Salvaged Data Cost Increase for Base Buildings[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3418][b]Nanite Cost Increase at the Anomaly[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3447][b]Reduced Hazard Protection Duration[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3459][b]Increased Building Material Costs[/b][/url]
[url=https://www.nexusmods.com/nomanssky/mods/3460][b]HardcoreSky - Increased Technology Installation Costs[/b][/url]
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