under602known. Cryosanctum is a special non-industry structure. A bombardment cannot be executed while a functional orbital station is present around the planet. Join a faction to gain useful support and represent them in war and peace, or start your own. Overhauls. Commander; Posts: 207;. There are also a few traps that catch first timers: - The sun will cook your ships. 5. Games. You can also edit the skill points per level and story points per level. Human beings can survive unprotected exposure to the surface conditions of (market). Make sure you un-suspend repairs on your ships, then the fourth button should allow you to repair. (When the player met Livewell Cotton at a station or planet) Counterintelligence, infiltration, and sabotage capability: 1: great capability at evading tri-tachyon/player surveillance and infiltration Tri-Tachyon/Player Alpha-Core Control Planets (I highly doubt Tri-Tachyon doesn't have the most sophisticated surveillance program, and I doubt. Wondering if there’s an easier way to improve relations other than taking missions. You can build many of them in the same system, but there's diminishing returns to their effect. I know you can edit the population cap and the amount of industry slots unlocked through there. It's nearly impossible to make more than the tiniest of changes without corrupting something. TiberSeptimII • 2 yr. This mod adds a search box to the planet list. It'll either be nothing, an Officer, or an Administrator. You'll only lose 1 rep, if any. 2) Colonize every planet on every system regardless of hazard and conditions. you can use addxp command. Re: [0. Find out what other players think about the dynamic faction wars and how they affect the gameplay. My general technique is to identify which world I want to be the new capital. Short answer is " NO ". In settings. It's pretty much everything in Starsector that seems like it was put in there for no other reason than just to give players a headache. This tutorial explains how to create a market in a new star system on a new planet. It adds pre. For a full list of supported commands enter. Need feedback and tips. Your Starsector Colony will live and die by these few stats. Fuel Production. I using the 0. Interesting, I guess I’ll have to get on that. Edit: Those ships even get sneaky sounding names lol. This mod is safe to add to an existing save!Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. I expect putting it at 10 would thoroughly break the economy. By the end of this tutorial, you will have a mod with a custom ship, weapon, faction, star system, and associated other creations, as well as a passing. 1a-RC6 save files. Fixed custom player-owned planet markets still having their default admins; Hypershunts added in custom star systems now have their intended particle effects upon activation; Added a hidden secret; Major code adjustments; Edit: Updated mod to v0. Starsector is pretty rudimentary as far as colonizing goes. Adding more ship production only increases your custom order per month production. • 4 yr. Way to change player-owned planet/colony descriptions. edit: I added some tag support. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. Now here I am many years later. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. Just edit the ones you want to add new portraits to. now save the game and load it. more edit: also, if there is a spare shithole planet in one of the systems, take it. This utility mod adds the ability to create customized star systems upon creating a new game. This is installed just like any regular mod. 1. Edit: I should mention the developers have plans to add more missions and whatever they mean by "revamp" over the next year. 205. 9. r/starsector. Put it in the mods folder and make sure it's tagged in Starsector's launcher. Open the save in notepad++, search for the planet name. 95a (In Development) Patch Notes. Thanks, you helped me figure out the setmarketowner command. Evolution. Easiest money of my life, though it does require me to buy storage at that planet to park all my loot equipment and ships. This tutorial explains how to create new star systems with planets to add to your Starsector. ago. dock at the planet you want to change. Selling them on the black market gives them to pirates. 95. This mod includes 10 additional features and three loose scripts. Tactical and saturation bombardment operations are available. Open the comm directory option when you get to normal planets. It had a big fleet of Hegemony XIV ships, but AI-operated. Good means 100% Hazard or less, and resources planets for each resource. A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet. Mining always goes with refining, and maybe military base if you really need better patrol. 41. if you are able to locate GUI/UI file, you should be able to change it. It doesn't, really. those vulture scavengers. Dunno if it's possible. Dev (Developer) Mode is used to enable some options or features that are useful for development or modding. eg. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. 1. Even active sensor scans can't pick you up anymore I think. The Cryorevival Facility is a structure. Just give the government plenty of supplies and the rebellion will eventually end. 2. This is based on the idea that an incomplete and easily bypassable security measure is worst than no security measure at all. Cryoengine for large fleets so they need High Command. 0 (Except for the MagicLib bounties, requires a new game for the changes to work) Basically all you need to do is search for the name of the system, look at the entities within the system, find the planet and the ID it's attached to, remove said planet and everything that references it by searching for it's ID, and that should be about it. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Think it was a. Basically your NPC patrol fleets make. 1 Answer. json defines how planets & stars are displayed in the campaign layer map each element is defined under what label of entity it is, such as planet, sun, nebula. Installed in population. 205. With our comprehensive installation and usage guide, you'll be able to install and use [0. k1llerk1ng. Market conditions are properties of a market representing local environmental or social conditions. Patreon👓: learn how to make setup your first #Starsector #ColonyStar Sector Discord Link:is 33 LY northwest from Galatia and features 4 planets total, 3 anchor points for sensors/comms, and a gate. So all you need to do is just really making your orbital work colony only +light industry+farm+military base. RunCode Global. Still, I kind of like the planet I settled on - Qaras. Warmonger. Mods inter-compatibility and integration. Thanks for the answers in advance. Instructions. Logged. – Terraforming in starless systems using the fusion lamp. open console 3. I. 6. It's actually a buff cause it comes with pop growth. csv or through code), and is removed from a ship, then the base hullSpec will be restored. 0 approach to building quests. 205. Starsector (formerly Starfarer) is an upcoming top-down single-player indie role-playing game developed and published by Fractal Softworks for computers in 2011. A good class (V and IV) planet with a low hazard rating (50% - 150%) often automatically means a planet satisfies one of more of the following criteria: A non-habitable world with good-great resources. 1a dinosaurs! In the belly of their hollow planet, the Kingdom of Terra plans its uprising! Prepare your trembling Sector for the marvels of science gone awry, and the horrors of nature unleashed! Lore. An Editor/english teacher. The Diktat apologist and semi-willing cult of personality ensign. You take the role of a space captain seeking fortune and glory however you choose. • 4 yr. Works great in tandem with Boggled's Terraforming, since you can create your own frozen worlds. Any idea what I should look for? What are you trying to change? Colonized planets have 3 separate entries in the save file. I mean let's be honest here. Give AI cores to station commanders. Starsector > Mods > Modding >. Download Adjusted Sector 0. You will need 5 story points, a lot of fuel and an Alpha core to do so (the core is not consumed in the process). Posts: 10 [0. ago. Uploaded: 23 Feb 2019 . The ship will then be produced and delivered at the end of the month, stored at the designated planet. from the list below): Go to the system view and select a planet. You can optionally specify his or her tier (0-2), and faction (currently only affects name/portrait). Accessibility . Dunno if it's possible. ago. - Vulcan - small volcanic planet orbiting Vesta, suitable for industry. ChronosCast. The laboratory also increase the production of 3 random commodities on your planet)Open the planets tab. Diplomacy events see faction relationships changing over time. Planet Search. Good Day, so I know in Starsector you can use some bit of editing to change System Names, and claiming a colony has the added benefit of changing the name. 5gb to 1gb. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. You're not NOT going to export illegal commodities, establish strangleholds on the market of every commodity and cram as many A. Someone please tell me there’s a file we can edit to stop the. You can also get 'em from derelict ships but its a bit more rare. json to change the level cap, but that will leave the experience/level scaling in place. Populated by a few fiercely independent settlers, criminals, and oddballs. Though it is in-development, you can purchase Starsector now at a discount to gain access to ongoing builds. Edit2: just changed the memory requirements on the preorder page from 2gb to 3gb; that was from before the default memory allocation for the game was increased. 96a] Experimental Hull Modifications 0. When a Sector is created it will extend 4 hyperlane hops from the sector capital. It introduces: BaseModPlugin, Global, PlanetAPI, SectorAPI. Credit: Ship sprite artworks: Fractalsponge (Ansel Hsiao), Star Wars Interregnum team, EAW Thrawn's Revenge team, EAW remake team and EAW Rise of the. in descriptions. It's a utility mod and can be added or removed. 0. Last one with Nexerelin and a couple faction mod and such. Starsector! Join thousands of players in a massive online community. 2. 18. Add a Comment. This mod makes the Sector size bigger and let's you change the number of star systems generated, with a new hyperstorm map. Planet/Colony Descriptions : r/starsector • 9 mo. Set in the year 3126, the player commands a fleet of spaceships and engages in combat, trade, and exploration in a procedurally generated world. 8. I expect putting it at 10 would thoroughly break the economy. Feb 29, 2020 22 54. Provides +2 stability to the colony. Lets take a few to fix it. If you dont know this already, go through the academy questline so any travels between colonies and core worlds (especially if you take over a pirate colony) is drastically shortened. Sometimes there are additional objects that surround a planet, like those magnetic. If you are. Run directly back to the planet, they'll restore the ships to 70% CR for free. This means that you can have ships with up to 6 s-mods. 1. 3. This industry can increase the production budget even if heavy industry is present on the planet, but requires a steady stream of new wrecks, produced by. Below here, this page describes the pre-0. This tutorial explains how to create new star systems with planets to add to your Starsector game. I upped it to 8 because the new industry items are intended to balance the size reduction. 95. Switching to Java 8 seems to solve the issue, Thank you kind sir. The above command should work to spawn one at your fleet's current location. Only two cryosleepers can be found per sector. Notes: The colony will eventually die if you repeatedly raid it. There's whole quest chain leading to this location with more lore stuff if you develop colony to the point of Pather cells forming and try to barter with them. 2 Onslaughts, 1 Legion, bunch of Eagles. 0, eddit it to whatever you want, but dont go over 99 999, ive experienced nothing happening if you go to 100k or higher. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. A bombardment cannot be executed while a functional orbital station is present around the planet. A lot of things have changed, that effect colonies in starsector 0. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. 2K. an asteroid. – Construction of coronal hypershunts. 200% is the point where you stop making money on a good planet (ultrarich ores, on a volcanic planet, for instance) but lower habitability for your home world is always good since it effects growth and stability. Summary: Acquire production hullmods from derelict mothership. Spoiler. You don't need a mod, it's a setting in the config file (maxColonySize if I remember correctly) but it's very broken, balance wise, to increase it. ago. Figured this was a good time to release it and get feedback before getting too far with more quests. It doesn't, really. After defeating it, I was rewarded by Planet Killer, and by multiple XIV ships i salvaged. Vayra's Sector has some good portraits! 1. Bases will always be found orbiting a planet or within a terrain feature such as an asteroid belt. Nexerelin reinstates this "feature" I believe. Starsector is a game about exploration and fleet combats, and Nex tries to make a 4X strategy. Do you want to stop the faction expansion in Nexerelin, a popular mod for Starsector, a sci-fi sandbox game? Join the discussion on Reddit and learn how to tweak the mod settings or disable the feature altogether. Magiclib. You could use. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. Cryosanctum produces the following. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. csv is section on planets. ago. - Karengo I - Dragons: Starts from a planet with pop 5 or greater. The skilled up mod,. It's essential for making your save file readable and it's what we'll be using for the guide ahead. Thus you will need only one operative for all your systems and planets on 'active cleaning duty' as agents tend to be secretive and would start removing a cell even if another agent is already working on it. « Last Edit: April 20, 2019, 12:18:48 PM by Lucretius » Logged Shield. If the original save was in version 0. Compatible with Nexerelin. Step 3. SpawnPlanet: Spawns a planet in the current star system, with optional name and spec id. It works as you'd expect. yes you can edit conditions of planets but afaik not the planet type: 1. addPlanet("Added_Planet_Name",. Open IntelliJ IDEA. 3) Go to independent planets that don't have a patrol and buy as much as you can carry from the black market. type list conditions 4. Step 1. This tutorial explains how to create new star systems with planets to add to your Starsector game. That will add a stable location at the player fleet's current position. Found it while exploring on my own, at a "Sentinel Gantries" sort of station found orbiting some world. A higher player max level may make it harder to get story points in the future if new levels take more experience. Click on the planet (or sun or astroid) within the system you want to edit 2. With the base settings, there is a 10% compounding upkeep penalty for every structure above 12 - this can be adjusted or disabled, check the FAQ. If you hullMod uses 'ehm_externalAccess' tag (added from . A good class (V and IV) planet with a low hazard rating (50% - 150%) often automatically means a planet satisfies one of more of the following criteria: A non-habitable world with good-great resources. Planet. This tutorial explains the very basics of adding and modifying planets in Starsector. Added two rare planet types with their "built-in" planetary condition. It lets you specify how you want to build your (size-6) colonies, then reads your save file and simulates those colonies on planets in your sector, showing you how they'll turn out. I recommend using a mod manager like SMOL or MOSS. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. Can confirm: with Nexerelin, I sold some Class V survey data to Tri-Tach (was doing a Tri-tach playthrough, so I was focusing all my trading and jobs with them), and a few months later they would colonize. Open campaign in your word editor of choice (I use notepad++) Do a find for either your planet name, or star system you want to nudge things in. Nexerelin reinstates this "feature" I believe. yeah, you can do it from the planet menu i believe, the faction name is in the manage colony tab or something if i remember right together with the planet name, click the faction name to bring up the same menu as when creating the faction. Apparently DIY is officially. Thus you will need only one operative for all your systems and planets on 'active cleaning duty' as agents tend to be secretive and would start removing a cell even if another agent is already working on it. ). Thanks, you helped me figure out the setmarketowner command. You can't totally control it, but you can choose a general direction it should aim. Independent/Pirate depends on transponder status and current proximity to trade convoys. A shame, since they're generally good ideas . Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. ago. Mineral and rare worlds, are not too hot, and always have atmospheres. chevron_left. Mods inter-compatibility and integration. Get that first. I wouldn't recommend it unless you want to concentrate on colony gameplay more. If you're using DIY planets you can use the irradicator item to get rid of the transplutonics. 17 comments. You can also edit playerMaxLevel and skillPointsPerLevel. 96a] Force Auto Resolve (v0. Console Commands is a mod, but I think you might be able to edit population growth in the settings. Anything below 1 million people would not even be worth visiting for a trader. 2023 edit: or shipgirls. 3) Good planets are going to be kept by you. Heat/cold, atmosphere,. AddAdmin: Adds an administrator to your fleet. ago. You need only ONE planet each with +2 Farmland, with one or both +3 ores , with +2 volatiles and with +2 Organics. The suppression fleets will more or less stomp out the rebellion if they can safely arrive. Eats AI cores to function. Here's the one I did for this tier, with some caveats. Kentington (the mod author) hasn't logged in since the end of 2021 last I checked, so yeah I'd call it abandoned. It needs 4 food to sustain its colonists. Edit: what you're doing there is changing the memory allocated to the game from 1. Get Notepad++ if you don't have it because you will need it. I would just use alpha cores as much as possible. Use console command: effect add_deposit=d "deposit name" like this: : Lastly, if you dont want to edit the save file directly you can install the DIY planets mod that allows you to terraform planets, activate devmode (either through settings or through the console command), then use the provided options to terraform your planet however you want - each change is reflected visually, so if you make it a terran world. Moasseman • 1 yr. 20. Iirc its max size. k1llerk1ng. If the demand is not met, the reactor suffers from potentially hazardous instability, which may lead to an uncontrolled surge in output. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. «EDIT: Double-Phase - Being of 2 phases, in the context of exploration, doing unarmed reconnaissance and recovery before rounding up defended targets with a second, mid-to-heavily armed fleet. Better Colonies is a mod for those who enjoy a better lightweight colony experience. Edit; oh you mean the dots in the rings. Then add even more raids to cause civil unrest. Find a star system that houses multiple factions and has a comm relay in it (you can also build one). Manage production with comprehensive ability toggle. (This condition also removes the demand of Organics for Population & Infrastructure) -25%. so in this case, supplies are 6363. The other simple and modular way is to download the Console Commands mod, go to the planet you wish to install the item on and use the “AddCondition” command to edit the planet. I need more information. Its even possible for some mods (no idea how) to make it so even if. Nexerelin 4X mega mod just added real time ground combat / Invasions. All the planets that exists as of now always have a downside to them. json file. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. 7 billion total population. Colonies are player-owned settlements on planets within the sector. Just remember to leave devmode after the action, it clutters up many interaction menus with „dev“ stuff. The fuel requirement depends on the level of ground defenses at the. . For uncolonized planets I can see a <radius> variable in the campaign save file, but I can’t replicate this on colonized planets. juice-stain. csv or through code), and is removed from a ship, then the base hullSpec will be restored. Disruptions in trade, like the loss of a merchant fleet carrying vital food or volatile chemicals, can cripple a planet’s output. ago. Orbital stations (both. For those that prefers a more civilized way of late-game colony management. Adding good administrators, Nanoforges , AI cores and Synchrotron cores will also help out a lot but once again doesn't influence which planets you want. I had a few different fleet setups. 96a is out! (05/05/23); Blog post: Salvors in the Ruin, a digital painting story (10/30/23) Home; Help;. I will go troug. 2) Colonize every planet on every system regardless of hazard and conditions. 5. DOWNLOAD v0. Saw one patrol at the edge of my screen use it but they didn't find me. These are meant for broader use within the. Size 10 planet! :) Slap a gamma core in your "population and infrastructure" to reduce your colony's upkeep via the in-faction imports modifier and also it'll make you money by turning the organs into an export at since your local supply can meet local demand. The main game already features renaming. 6. - Max volatile production: slap a plasma dynamo on the giant gaseous planet with the best volatile output and lowest hazard rating you can find. If one is desperate enough to live in this "colony", those are the two words most commonly used. json) and changing the value of maxColonySize. 95a is here. Increases the income of all colonies in the system based on how cool the planet is. Upgraded player. Maintaining such unconstrained modding landscape for the players requires a little extra work on the part of the modders. It's essential for making your save file readable and it's what we'll be using for the guide ahead. Which means that a size 8 planet (the largest in the game) could fit in a planet that's the size of Russia, which would be. Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination. All planets have a random number of planetary features which increase the number of districts a world can support. Create a sceleton of the faction, including flags, known blueprints, used portraits and etc, etc. Yeah no idea, never seen them in vanilla and my modding usually just extends to Nexerlin and a few factions. While the planets info menu is on your screen, open the console and type the following event. Hi there, I've been playing Starsector for several days on end now, and currently have 5 AI-controlled colonies with defenses more than capable of utterly annihilating every expedition thrown at me thus far. in my case my problem is : how to do the same for a nebulae ? getCenter for the reference entity ? and the radius for the distance ? My question is how to proceed to add a static planet on a nebulae ? EDIT : Without any star ! Hi! I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. I had a few different fleet setups. Size 2 - between 2 and 5 million. Veterans of Indutrial Evolution, what is this and what does it do? If you activate it through the main planet options, it teleports the planet to a different star. Navigate to your starsector save folder. 96a] Planet Search with ease and take your gaming experience to the next level. Fans of Star Wars and strategy game fans will agree Star Wars 2020 is sure to offer something superb. The bar quest the mod adds always gives at least 1, sometimes you get 2 or a colony item, and you can salvage afterwards for a chance of another. 9. That's like 80% of what you need for colonies, all on a non-habitable planet. Just google starsector add planet, there's a couple threads. 96a] Experimental Hull Modifications 0.