You can tweek the mining file in the mod folder to increase the yields for each category, I did this once but it's a fine balance push too much. 95. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. It is a very very late game approach, plus the chances are thin of finding something good, so try tech mining first Edit : just to be clear, you will have to raid the planets with orbital works to get the BP. Patrol Bases are exclusively useful for eventually regaining the communications buoy and similar stations after the shooting has stopped and Military Bases just don't spawn enough to handle the bigger expeditions. . It is one of the least profitable industries out there, as only two worlds buy them (and far less than what the market provides) Their use is mostly upgrading. Low tech and High tech stations are virtually the same. Fixed now though. Advertisement Coins. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. 25 multiplier when being improved. Added one new Utility ship that has tugs and mining lasers. With our comprehensive installation and usage guide, you’ll be able to install and use [0. ago. AstroForge announced. A single alpha core is worth $450,000. Mining does not provide any benefits to the colony. " Powered by SMF 2. You can tweek the mining file in the mod folder to increase the yields for each category, I did this once but it's a fine balance push too much. 95. Overall, I received nothing more than hardly any fuel, heavy armaments, heavy machinery and supplies, far less than I could buy with the money from any other industry, and sometimes some gamma level AI. Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. (This condition also removes the demand of Organics for Population & Infrastructure) -25%. Sometimes the various factions will give you missions for derelicts, probes or whatever. It's pretty hard at first to understand it all but once you started to get into it, you will grow. Now to get the blueprints the best option is, exploring, tech mining, industrial evolution reverse engineering and lastly raiding although this isn't that easy. "boggledAstropolisSpriteToUse":0, # Setting this to false will disable mining station construction "boggledMiningStationEnabled":true, # Set the maximum number of mining. It re a ds your s a ve file, simul a tes your desired (size-6) colonies on a s m a ny combin a tions of pl a nets a s possible, a nd shows you which combin a tions a re the most profit a ble. Would be a big incentive to build them if that were so. Tech mining is 1 or 2. . Yeah, so I wanted to turn tech-mining industry into structure. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. 6. Pather cells are also generated on player and NPC colonies, supported by hidden bases in uninhabited systems. Control robots and drones, research technologies, build a spaceship, plant crops, seal oxygen leaks, create an ecosystem to preserve the fragile life in frigid open space. QuickQuirk • 10. 6. High Tech is always good- IF you have high tech weapons blueprints, otherwise it'll load out with mining blasters and mining lasers, making in hilariously bad. Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. Images [close] Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a. Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. Continue Reading [Starsector Mods][0. Tech Mining does payoff! comments sorted by Best Top. Follow-up post: In the current version (i. 95. Apex is basically premium lowtech, with shields that transfer some of the damage they take to armor instead and shipsystems that remotely repair armor in combat. Hardly useless. and Literature Religion and Spirituality Science Tabletop Games Technology Travel Popular Posts Help Center. They're essentially worthless. Thankfully we were all able to act fast and help find our brother under the rubble. Reducing the produce to a more drawn out cycle encouraged continued exploration - finding more worlds with ruins so I could alleviate some of the downtime. ReplyIf all else fails, the core planets with heavy industries and orbital works might just give you the rare BP youre looking for. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. 25a (mag_protect). Low-tech favors ballistic weapons and armor. Well, you should never stop during. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. you how much finished building if you have any orders from your heavy industry facilities as well as your loot from tech mining. Some nice things like blueprints and rare items are dropping some time after you build tech-mining. The Dominator possesses relatively weak shields and has an underwhelming flux capacity given its typical weapon loadouts. But for the first few months it can yield some. 1a with no skills. This is a verry interesting mod with lot of added cont. Download the archive for each and extract the contents to /starsector/mods. Exotica Technologies Mod Question. There is also a mod in beta called exiled space on the unofficial starsector discord but it also has many bugs ad it's still under construction. r/starsector • tech mining with alpha core. Dyi/terraform taming care of upgrading said planets. I've grown fond of this combat ring/star type of abomination. Hazard Mining is one that everyone else has mentioned, and for good reason. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. 2. 5/ has miniscule returns (you can literally get more from. 4. 40K subscribers in the starsector community. Cadmus (top), the mining hub and currently developing colony, and Carcus (bottom) the potential farming hub and holder of a domain era coms relay. Similar question for light industry and refining and whatnot. By becoming a member, you'll instantly unlock access to 2 exclusive posts. High-tech favors energy weapons and bombers. " Fractal Softworks Forum November 04, 2023, 02:19:58 AM Welcome, Guest; Please login or. 77 votes, 22 comments. toprock_478 • 17 days ago. Auroran Military Markets of New Auroria and Lunarium sometimes sell Solvernias and Novaeria, have to be commissioned an cooperative. A mine explodes when it hits shield or hull, or when the nine's ten second timer goes off. Re: [0. The ship will then be produced and delivered at the end of the month, stored at the designated planet. Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. cfg file. This is a verry interesting mod with lot of added cont. Battered and bruised miners are less useful. 96a] System Marke. It used to be called Starfarer. You'll want 3-4 colonies in the same system with High Commands on them. Starsector > General Discussion >. At first i entered a separate new savegame, went to an edge of the system where there were a lot of planets, used cheats to spawn in vast ruins, colonized them and story pointed/alpha cored all the tech mining industries (i have slightly better techmining installed), and for like 12 months it didn't drop ANY superweapon. See moreAdmiral Posts: 1560 [0. 96a: - Support for Unknown Skies planet type change projects. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. Culann is the only planet that can drop Paragon blueprints from raids. . You don't have cookie cutter builds because the game isn't strictly about combat. You can also find extra rare loot as it is excavated. At tier 3 star fortress differences hardly matter. 3. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain. The-world-ender-jeff • 8 mo. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Tech Mining Industry Suggestion - "Tech Mining Operations Centre. But that's silly for most players. The Luddic Path is a faction in the Sector. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. Writings. Starsector gives you the freedom to either build or destroy the galaxy, however you may please. 95 threats do not appear till the colony reaches size 4. 5f) Mod, the choice for serious players seeking advanced features and customization options. By default, only one can be built per system, but this can be modified using the settings file. Also consider Better Tech-Mining (By Yunru). FYI, mining specifically has two different items with separate requirements (each industry can only have one item at a time). There's officially no reason to keep Tech mining anymore. 96, combining pirate and Pather. It's been tested with v a nill a St a rsector 0. 1 upkeep. It used to be called Starfarer. ) Commence on steroid (implied) Decrease planet hazard by 50% (require habitaitable and mild condition. Has 100% hazard by default, and moderate ore resources. 0 - updated Sept 23 « 1 2 3. It’s an industry that gives you diminishing returns of items you want, and decent credits-worth of… useless materials that other industries supply in. A midline faction with a focus on smashing apart capitals via speed, alpha strikes and a lot of heavy, inaccurate ballistics. Tech-mining colony size? « on: May 30, 2023, 12:38:07 PM » Wiki has this line: "Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. on Today at 04:53:01 PM Modding Resources. Even if it takes 20months that still works out to $22,500 per month. I have one size 10 colony with a tech mine, and several size 3 colonies with tech mines, but only the production report only mentions the size 10 colony receiving weapons and LPCs. Level 3. Try adjusted sector, it will still be a finite amount of loot you can find, but you can edit the size of the sector, the amount of stars and the amount of ruins and salvageable stuff. Starsector Beginner’s Guide Part 2 – Colony Building. Care needs to be taken with facings as the Burn Drive is only useful. 91, 0. –More than 75% decay. Vast ruins are 8, and drops by 2 for every level under, if I recall. A lot of ship mods are also bundled with faction mods. I have the. Reply reply the_gamers_hive • I find it easier to just get a commission with UAF and start hunting stations, having a commission seems to greatly increase blueprint drop rate for said. 95. Some of these also affect NPC colonies. Tech-Mining. Since, I don't believe I'm ready for the new balance changes of . Way better than the annoying pather cell spam, which however in most cases isn't a problem since you'll top at 10 stability anyway. They're shady as hell and do a good amount of scavenging and tech-mining too. So, the Kadur Remnant. **Edit: Since tech mining eventually depletes you can just look for a planets with the biggest ruins (extensive or vast), build a colony and exhaust it - abandoning the colony afterwards. •. "After five years" is if you want to extract every last bit from a scattered ruin. 3. Heavy Industry is an industry. When I found out about Starsector, truly a hidden gem, I was amazed and fell in love with it. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. Firing some, then waiting (or venting), then firing more with a heavy blaster will do more damage in the same time as a mining blaster just fired. Step four: Lose every ship. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. Especially if you have the better tech mining mod. You never got that muh out of it, maybe a blueprint or 2 for the second tier but that made it basically impossible to get anything. ago. Find the farm world (s) first, then figure out where you can put mines nearby. Tech mining is the only way to find blueprints. There are also three types of orbital stations. Increases Pather. Terraforming mods, I don't recall. 2D RPG/Trade/Fleet Combat Game. 95. Lion's Guard HQ is a structure. Slightly Better Tech-Mining Hotfix. speedup- gives a battle speed up good when is just clean up in battles or easy win. Download link. Tools, guides, and other resources. Charlie, you're a little crazy sometimes, you know that?Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. 2D RPG/Trade/Fleet Combat Game. 51K subscribers in the starsector community. It includes over a dozen new hulls, over a dozen new weapons, under a dozen new fighters, and about a dozen reskins, including a new Domain Battlegroup. Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. I get them from exploring in caches, research labs, and planetary ruins. I believe the best you could do is white/blacklist weapons in your doctrine, but I don't know if it works nor do I recommend it. Re: [0. Usually the whole reason I pick a system with 6+ planet with at least 2 ruins is that I can have more tech mining+AI farm to speed up everything. I did not consider the dilution effect it would have on the loot pool. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. 2D RPG/Trade/Fleet Combat Game. It can be built at any Colony that has some degree of ruins. For those who don't know, Stealth Minefield is a hullmod found on Low Tech and Midline tier 3 stations. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. High. The way the economy "units" work is a bit counter-intuitive. search the big drone motherships and look through abandoned colony stations as well as tech mining. There is an NPC in bars to talk to that offers BP's, random tho. 95. In Nex asteroid mining is shit you need to find planets with abundant ores or plentiful volatiles to make it worth, also you need ships that can mine with mining weapons equipped. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. 95. Phase ships have no profile at all, but they're usually uneconomical. I felt it answers it as there's no single answer. 14865315874. Well, I intended to build a mining station in the field anyways. It used to be called Starfarer. 1. All the production and tech mining loot is instantly and automatically delivered to the storage space on a designated rally point colony, which by default is just your first colony. PCRG is a tool th a t St a rsector pl a yers c a n use to find good pl a nets to colonize. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. Edit: To be clear, this is a 100% serious response. Setting up a colony with tech mining has a net cost of $135,000. DD+ Drones Added new fuel ship, added three tiers of a Domain Station which are buildable at colonies. 3 (2023-08-24). , 0. 1] Slightly Better Tech-Mining…. 96a] Too Much Information by Timid [0. You can build another fleet thingy to double up defense, you can. : med sized mining centric faction that focuses primarily on the out edges of the core worlds and. Other industries need higher population counts to be effective. - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. # 1 - All low tech sprites. Hazard Mining Incorporated adds a new faction, several new ship categories and. I have 4 colonies up and running. Excellent aesthetic and balanced decently well. Plurpo • 1 yr. - Project 648H - High tech self-propelled battlestation; main. 1. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. Can't mine in vanilla. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. Jk, doesn't exist. 95a RC15Tech-mining doesn't need drugs. 95. Elevate your Starsector gameplay with the [0. 0 coins. Re: [0. It also add tech-expeditions, which can be both good and bad. Advertisement Coins. After defeating it, the ship can be recovered in a somewhat weaker form for player use. The Lanestate Union is a definitely unbalanced faction that revolves around a tall, bulky, mid-line (ish) low-tech armada with a heavy focus on Ballistics and a share of other types from the side. 96a] Unofficial New Game Plus 0. Has 100% hazard by default, and moderate ore resources. 1. Notably, if Free Port is enabled at the colony, this includes Recreational Drugs. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. Thank you kind internet person I will try this out. You export 14 money-generating goods with this setup, but for salvage yards to over-produce your system needs good combat action-The Moth phase 'carrier', heavily armoured phase ship using gremlin level phase tech. The Shrike is a fast, cheap destroyer. ago. when I started this game I roleplay as miner fleet I avoid all fight until I became rich. Tech mining only requires 1k crew, the initial cost of the tech-mining industry, a management slot, and have at least 1 stability or more. Hazard Mining Incorporated Junkyard Dogs (thinking of removing this) Scy Nation (Kinda weird sprites but man the ships are fun to fly) The Star Federation Legacy of Arkgenisis (otherwise known as the Anarakis Reparations Society, kinda weird one, sorta love em, they function quite different to the others)Starsector is a hard game, especially when you have no idea what to do. And the planet name is bob. 4 New Features - New music! - Added pirate skin of Wrecker - Added zapping mechanic for Zap SRMs - Redesigned Firestorm's mount arcs . Essentially a larger version of the Dominator. Possession and sale of AI cores is banned by the Hegemony, Persean League, Luddic Church, Luddic Path, Sindrian Diktat and Tri-Tachyon, and they may be seized as contraband if found by patrol inspections. Vast ruins are 8, and drops by 2 for every level under, if I recall. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. Heavy Industry is an industry. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Fourth slot is High Command. Larger colony size means more mining production. A major freeport colony has been setup at a gas-giant, and Tri-Tachyon has established a light presence in system to establish easy trade access. They have teleporting mines, fortress shields and drone defence platforms with guardians and fortress shield. A planet must be habitable for the biofactory embryo to be installed. 3. PS: Mercy system, there's an abandoned station at the edge of the system that you can see on the. Just remove and rebuild tech-mining as needed. You're wondering when to stop your tech-mining when ruins become literally unattainable. . 9. 91 for a while. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. 1. It used to be called Starfarer. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. Ships. Advertisement Coins. It used to be called Starfarer. By default, they occupy an ideal star system located near the Core Worlds, with the best planetary conditions and industries for maximum commodity production and defenses. Starsector > Mods > [0. Market conditions are properties of a market representing local environmental or social conditions. As for what Alex had to say about them. And the. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. Starsector [0. Gas giants are the only place where. r/starsector • High tech is like Apple : Complete waste of money. They start at the southeast periphery of the core worlds. The only thing Starsector would benefit from releasing on steam would be even bigger modsToday in starsector I play as a scavenger who is only allowed to recover ships. Undertaking (LP) - Pather Siege engine, packs a scary missile. Usually after the final set of patch notes come. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3. Socials. Other than that i don't really bother with spending story points there. Fixed an issue where installing the mod resulted in worse mining results than vanilla. And finally attack your intended target. 3. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. , 0. Any planet with either a heavy industries or an orbital works can be raided for blueprints that faction knows. Download link. However, the upkeep cost is limited to 1. Human beings can survive unprotected exposure to the surface conditions of (market). The bigger the ruins, the more you get. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Colony Management 3: Having the flexibility to colonise systems with multiple planets, and still being able to create tech mining outposts is a big enough draw for me. Description: CAS adds a variety of warning sounds triggered by things that are happening to your ship in combat (ex. Elevate your Starsector gameplay with the [0. 95. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. A selection of low tech ships, [insert more description when not shattered]. Colonies were added in version 0. Well, in base game the omega are out there. 0. The ore mined should cover the maintenance cost, so I intended to just build the station and the sling and forget about it (unless I use it for something else a little more important)Mod Details This mod adds the "Adversary", a player-like faction equipped with nearly all vanilla ships, weapons, fighters, and hullmods. It used to be called Starfarer. Discuss modding Starsector here. In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited. Nexerelin adds mining by default. 47K subscribers in the starsector community. 96a] Special Hullmod Upgrades by Mayu [0. - Allow the Remnant Station to support artillery stations from Industrial Evolution. Cryosanctum does not provide any benefits to the colony. In-Game DescriptionMining Stations may contain hull-mod modspecs and significant amounts of. The other way to do it is with TASC and craft the special items you need. On colonies, I'll spam for accessibility and multi-product exports (like mining, manufacturing, or light industry in free ports) For colony's, improving the commerce industry gives a nice income bonus. This means you can personally manage more planets and eat the mismanagement stability penalty as long as your tech-mining colonies are above 1 stability, like 6 or 7 planets easily if you put com relays in. 6. ago. However, they can be turned in directly by talking to administrators/base commanders of any faction except the pirates, providing various. Premium Powerups . • 4 yr. Shout out to the UAF for sending a relief fleet early into the colonization. Usually the whole reason I pick a system with 6+ planet with at least 2 ruins is that I can have more tech mining+AI farm to speed up everything. Hi! New player here. . 3. 2. There are others, and it gets blurry in places, but for this post, these two are what’s important. Other industries need higher population counts to be effective. I don’t plan to abuse it and make my ships OP. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. Just use the enhanced tech mining mod and grab 3 vast ruins to permenantly mine from, gets me more colony items then i know what to do with. chevron_left. 96a] Better Colonies 1. Programs. With. Staff them well, put armor on them. AI usage as is the nature with battlecruisers is mediocre, it's a ship that takes skill since the system propels it only forward. ago. HMI does add ships and stuff that make mining easier. lol, i just found my industrial powerhouse planet, instant colony. Once I got the colony's stability handled, it was simply a matter of having enough money to handle. Battered and bruised miners are less useful. Increased monthly drops for smaller ruin sizes 0. 2D RPG/Trade/Fleet Combat Game Starsector Stories Part 1 - Starsector Stories Gameplay Let's Play Playthrough-----If you enjoyed this video check my other current let's plays:Banished. 4/ has no "dramatically" higher chance of finding things on the first mining. So I found seele and it's research station, but I am really struggling against the horrors. -The Redentor capital ship, large low tech capital ship with great firepower. ) Reply. for when survey missions pop up for mining, research, caches, etc. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. In Starsector 0. ) Alternatively you can got the opposite direction and bring a special task force with you. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. Question about that Tech Mining. (EDIT, Thanks to u/pedro1_1 ). This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. . I've made Volturnian Lobsters a meme in a tabletop RPG. This is a mod for StarSector. It can be built at any Colony that has a Spaceport. Diplomacy events see faction relationships changing over time. This amazing game just got even BETTER! | Starsector . | 296 followers on LinkedIn. An in. If Tech Mining is not possible, then both refining and Fuel Production. 2)Mining (Ores, Rare Ores, Organics, Volatiles) 3)Light Industry (Goods, Lux Goods, Drugs) 4)Salvage Yards (Ship Parts, Ship Hulls, Metals) 5)Farming (Food) Variable Assembler (Supplies, Fuel VPC) Size 6: Organs . HMI is very Vanilla-adjacent. 8 warships strapped together was too much, so combat versions will only get 4. I recently started a new play through and added the Exotica Tech mod. -Shatterer Artillery, fire shells arcing into the z-axis, also has a neat crosshair. My first and oldest mod. There are two things I'd like to see with this: 1: A break-down, for tech-mining, of what came from where; this is important information for picking the point at which to shut down the tech mines in favor of other industries. An outpost option is added in addition to "colonize" option for planets with ruins. Change logs are released and updated incrementally. Upgrade your spaceport to a megaport.