Hullmod. c – Campaign content expansion with. Celebrating 2k subs and the end of another series, here's my tier list. 95a by presidentmattdamon - Dude, you are awesome! Special thanks to @Gryan on Discord for playtesting 0. There’s a modded faction called HMI (Hazard Mining Incorporated). Broadsword is also very solid and cost relatively few OP (8, same as the Thunder) compared to bombers. Humans can make things, especially considering the technology level in starsector's universe. Dunno if you want that to happen as a special bonus for running the Forge pipeline but it seems unlikely. The launcher works, but the loading screen to the main menu is where it crashes. Military base too. json. 96a-RC6, make sure nothing broke - Change hull mod selection interface to use the new buttonPressed callback rather than binary searching on every list item every frame. Added a setting to disable hull production limitations. So basically I’ve been wondering if there’s some way for me to add built in hull mods from one ship to another ship. Increase your budget by producing more. Maybe. Scale it 1-10 for ease --- yep. So if you want your escort protecting the front (e. Its high range – the standard 1000 units for beam weapons – makes it especially effective at that job, as does its burst nature – enemy fighters usually. Revenant's SWP, no requirement changes) to the Lithovore, allowing its ships to visually thrust along with the main body. or anything else, just copy one of the files from this mods' Hull folder and rename it to whatever ship you want to affect, using the exact same. TheThunderhawk • 3 yr. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. Reddit told me to survey planets in Remnant star systems, but now the. 9. It adds a variety of new ships and fighter wings to the Persean Sector, including. on Today at 04:26:09 PM Modding Resources. Yep, There is the forge restoring structure, Then the ship deconstructor, Then the ship maker. scripts. In that line, replace com. Aria the Escalation v. Re: [0. 2. From what i have stumbled through, some planets have a condition called "Industrial Ruins", upon colonising you will see what seems to be a domain era industry tied to that planets. Not sure about the name tho lol. Zero down with 2. 95. The blank ones are used for a building called "hull deconstructor", you put a ship in and the building tears it apart and saves the design in the blank templates. Every mod will need a Mod_Info. starfarer. Also don't forget to use gates a lot. The theme has a early 1900s German aesthetic. You then take the new blueprint to. Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. I found a world with a Hull Forge, it says it can use the forge template to create special ships, which would degrade the template used. 1. 3. 96a-RC10). Some hulls even have special mods unique to them. 95. For me it is: D:SpieleStarsectorstarsector-coredataconfig. It should be displaying a splash screen if newly installed. 96a-RC10] BigBeans Ship Compilation. Various Effect Supports. Guide. If you want a planet just for the ruins, you can settle a colony, check what the Old. Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)Crew casualties in combat are increased by 10%. -Changed the weapons on the Tick wing to match the description - Now has all JYD weapons as intended. An autoforge inside the ship periodically fully reloads the magazines of all missile weapons. I liked armor tanking in 0. They grant bonuses such as increased range and armor. add a line to csv file. Almost* every hull mod has a situational usage (except Flux Coil Adjunct ) Even Flux Distributor has a (very niche) use; combine it with Safety Overrides (& maximum vents) for when you absolutely positively *have* to fire 5. Modded missles that are either: infinite but more useful, or: limited but with clear, easily accessible strong points feel much better. Elevate your Starsector gameplay with the [0. fs. Lots of ads claim to be special “programs” but in reality are not. Hullmods are now unobtainable via normal drop or markets. a – Campaign content expansion Mod, the choice for serious players seeking advanced features and customization options. The longest rant I had was about Neural Intergrator. 96a] Progressive S-Mods (0. It's a different building that. 9, don't use it. You need a ship forge for complete templates. From my experience, it reduced the amount of resources the game was using and I have an overall better experience. 96a] Industrial. GranAegis. Thorrbane • 1 mo. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Diplomacy events see faction relationships changing over time. Maxing flux Vents - This is my strategy 95% of the time. Ancient laboratory - gives off arcane energy signatures, can restore forge templates and increases output on 2 random commodities. 3. Vanilla infinite ammo missles suck, and some limited ammo missles are extremely feast-or-famine, which I don't super love. The point of all these range extension hull mods and skills is to allow you to use the RCE's at their full potential without hugging your target, as the MIN range to spawn all 5 rifts from a single RCE increases with the total range of the weapon. 3. New feature: Hull parts production capacity - can produce some derelict and low tech frigates at a steep cost, requires having Salvage Rigs. I have just found that the starsector modding community really likes their giant mods. There's a mod that lets you edit the thresholds for it so it'd work with your high fleet size. With our comprehensive installation and usage guide, you'll be able to install and use [0. 9. Quote from: geminitiger on September 06, 2021, 08:05:19 AM. Pretty neat for early game i would say. These are meant for broader use within the. ago. The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector mod. 3 « 1 2 3. If you forbid the buying of new weapons, and hull mod randomization, it will stick much closer to the original refit. Fighter Wing induced effect, Weapon induced effect and hullmod onInstall / onRemove implementations. A 25% penalty to upkeep for everything is painful. It also confers a % Hull damage reduction scaling with the remaining (i think, rather than starting) armor value and affected by skills (Polarized Armor, Impact Mitigation). This offensive array is backed by a robust energy grid capable of supercharging the energy weapon loadout, increasing damage output to devastating. Increasing vents will give you better passive vent, and better active vent. If you went and sold them a pristine nanoforge, on the other hand, you probably would see a difference. skips with d-mods are cheaper on an upkeep basis, cost less points to deploy and overall kick ass. You can get the same amount of bays with two Colossus Mk. C - compromised armor, compromised storage, degraded shields, glitched sensor array, phase coil instability, structural damage. Pro-Tip: you'll want AI cores to use the things. Join a faction to gain useful support and represent them in war and peace, or start your own. 3. Their unique engine systems enable them unparalleled speed when weapon systems are not active, and a boost to engine power, fire rate, damage dealt and flux dissipation during high flux situations, at the cost of reduced peak operating time, increased sensor profile, and decreased range and braking ability at high flux. Built-in only hullmod. The previous list showed an infinite number of variants. First off, thanks! I don't mind a question like this at all. The laboratory, the hull deconstructor and the hull forge. The broken ones you put in some sort of research facility and they recover a blank template. Built a regalia type H, built in using a skill point Subliminal Messaging System (+10 to CR). I think emergency flux vents would be more balanced if it also had a dissipation penalty for every charge that gets used up, say, -3% flux dissipation, or -4% after the new update, so then once they are all used up even a ship that has good initial flux. 1 Mod, the choice for serious players seeking advanced features and customization options. I. Only 2 logistics mods per ships. Once you expend the uses of the forge template, it breaks, you gotta bring it to a. 0. Open IntelliJ IDEA. Steps to reproduce: - Have two planets, one with ships in storage and another with a hull forge. ago. 10. Reloads at a random interval of 10-15 seconds. The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector mod. 8. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. (I think anyways). Discuss modding Starsector here. They grant bonuses such as increased range and armor. CombatMain - java. c - Campaign content expansion << < (89/415) > >> Jakro:. A single use, non-recharging system which will instantly & completely restock the ammo of all missile weapons mounted on this ship. another example, unknown skies has a real time updating threat rating for the enemy fleet during the deployment screen. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. starfarer. Once activated, it refines 185 ore and 1 heavy machinery in you inventory per day and in return gives 1 custom commodity (Platinum) until the inventory is out of source materials. Starsector > Mods > [0. ago. Trending now [0. This tool is built by defenders for defenders. If you want them to keep their distance, make sure to also equip them with extreme range weaponry, or go with missile boats or carrier hybrids and assign rally points for them. Thank you for your time. 3. 9. Hull deconstructor - appears as a weapon array that's aimed at itself. I use 20 for no specific reason. Much has happened, and much is yet to become reality. c - Campaign content expansion. The easiest and simplest way to fix most of this is to completely remove the "Restore" button from Refit screen. PD layout isn't as good from what I recall. The ship can also be renamed and its weapon groups changed here. - open up the settings. Mods must be compatible with the current version of Starsector to make it on this list,. Means I should avoid looting random caches and shipwrecks (historian planted Legion14 blueprint into a shipwreck after I bought info from. It appears historian adds items to existing objects after you buy the info from him. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. I hope it gets another rework, its just terrible in its current state. 8. starfarer. Arranging holidays in an embrace with the Starsector is priceless. You get pollution from the forge that on no atmoshphere planets removes the -25% hazard rating. 9 - Quick compression hotfix bundled with some WIP changes that I had already done. 1. aaronrizz • 3 yr. 1a] Forge Production v1. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. Second, Forge Templates are their own drop group and do not affect "loot spawning", as they do not influence the drop chances of blueprints in the slightest. - Lynx hull increased to 4500 from 4000, armor increased to 650 from 600. Does not restock ballistic weapon ammo. 0. That "ship. Then deconstructed it to copy it in a hull forge and. 2. Only add the. A couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. and you could get a 3 days production report right after activating an ability. Remnant station has 4 fighter related hullmods installed including Targeting Data Link and Advanced Carrier Core so be aware. 183 that might be it. json that could be the source of the issue. Zero down with 2. one that contains a sorted list of all the ships added by mods filtered on a per-mod basis. Step 2: Wait. You can find the menu you are looking for when you go into any colony. « Reply #64 on: March 10, 2023, 09:03:29 AM ». a – Campaign content expansion with. Escort means that they protect the rear and flanks of ships. 7. DME adds some new enemies to fight, and Seeker. None of these would stop me personally liking and using the hullmods where appropriate 8-) PD Pep: Cost the same, effect the same, double the CR decay penalty from 5% to 10%, and possibly add a 5% flux cost increase for PD weapons if that is not too much of a pain to script. 95a] Industrial. 95. Orbital Filament Anchor hullmod: - Towed ships will have a reduced fuel cost if it is mothballed. 96 changed some UI code and some mods can have. Do check if you have enough space, especially. British Columbia Marriages 1800-1946at MyHeritage. • Logistics Overhaul: Strips the ship of all combat capabilities in favour of logistics. ago. It's usually better to just colonize another planet in the same system and put your heavy industry there. B - compromised hull, faulty power grid. III, at less than 1/3rd the cost. -Decreased the speed of the Galleon from 70 to 50 and removed the missile auto forge and added the CFT hull mod missile storage expansion to the Standard loadout - Received numerous complaints it was OP for the missile forgeWelcome back today we are doing a Starsector hullmods tier list. The Astral boasts two large missile mounts and powerful 360 degree shields with a fragile hull and a respectable logistical profile, as to be expected from a high-tech ship. Go to starsector r/starsector. 4-Most missiles -Increased HP to ~400 =====RC4=====-Patched for Starsector update 0. 9. With our comprehensive installation and usage guide, you'll be able to install and use [0. - In order to mimic the hull shape, StarSector ships have fewer on_hull turrets (sniper, autocannon, etc), but tight onboard defense systems comparing to vanilla SOS2 enemy ships. They go straight into your storage, so they're basically free (unless you consider the building upkeep). Ion cannons are a good weapon for Herons as they can knock out an enemy’s engine which is quicker than breaking through shields and armour. No, I did want to see the pool the AI draws from and the variant editor works for that, but is absolutely awful compared to the old per-ship list that was replaced by autofit. Pretty neat for early game i would say. 9% escalator sounds like a typical PPA and those have nothing to do with any government program. There are two types of hullmods that you can install on your ship. View Mobile Sitei recently filled my game with mods, but when i go to load it, it says "ship hull variant [kite_stock] not found" i went into the log, and it read "ERROR com. If you prefer small ships, then build your perks accordingly. 0. -Removed the exploration refit hull mod and added it to my CJHM mod - Load a 2. Yep, There is the forge restoring structure, Then the ship deconstructor, Then the ship maker. 95. Reloads at a random interval of 10-15 seconds. They work perfectly fine. 1 - should be save-compatible with 1. They also like to include some of the best new features inside those giant mods. Starsector > Mods > [0. Also, you can't reverse engineer copied ships in the engineering hub, sadly. - Fix issue where default fleet inflater would ignore average s-mods parameter due to no_build_in rule being added to every hull mod 0. I normally build is Safety Overrides, Heavy Armour and Augmented Drive Field as they are the most expensive. ago. - Not applicable to ArmaA's strikecrafts. Hull deconstructor - appears as a weapon array that's aimed at itself. 1. DolanTheCaptan • 2 yr. A couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. 1-1. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. With our comprehensive installation and usage guide, you'll be able to install and use [0. - Place Ships into Storage (Progress towards 100% depends on Hull size and D-mods, press F1. Appropriate industries are Heavy Industry or Orbital Works. 0 Mod, the choice for serious players seeking advanced features and customization options. 4. 95. Hello, I'd like to report a couple of bugs that I've found. that adds +X% damage to each hull on the list **BUT** gives a Faction wide +x% cost to making hulls. With our comprehensive installation and usage guide, you'll be able to install and use [0. 1. lang. Their home world is found in deep space and their relations range from inhospitable to hostile for all factions. ago. Range modifier hull mods are also very good most specially for cruisers and capital ships that rely on shooting to kill enemies. Added - Variation on the Industrial Ruins - Old Infrastructure Spawns on planets that have ruins Can be restored into a random structure/industry at half cost/time of the usual build cost Yes, this was Techpriests idea Adjusted - Hull Deconstructor no longer takes an industry slot Adjusted - Forge now less likely to build in IPDAI Fixed. 0. skin] 165709 [Thread-7] INFO com. This way the only method to remove D-mods is the Hull Restoration skill. • Over-Engineered: Provides 20% OP bonus and. TheThunderhawk • 3 yr. Nexelerin seems to be overriding Mayasura's relations with all vanilla factions, setting them all to neutral. Actually you're not wrong, this is probably the best QoL skill there is. This is a brief guide, to help new players, as well people like me, who for the longest time just click Auto-fit on the Prism Freeport and called it a day, to better understand how ships works in this game. Recommended for people with 6 GB of System RAM. 6. Like others said as well, have a couple colossi and bring lots of supplies. ago. Uploaded: 23 Jun 2022 . They are symmetrical, have lots of ballistic weapons, hull and armor. Forge Production v1. Only up to date for version 0. Supply Forging gives you the option to convert these junk into supply. 1. Aria the Escalation v. Starsector > Mods > [0. Anyway, have fun. v2. Compatibility improvements I intend to make once other mods update for 0. 4X game features in Starsector. 0 with ease and take your gaming experience to the next level. 4+ new systems: Coruscant Prime, Chandrila system, Kamino system. if the officer is assigned to another ship with the wingcom. It converts metal and heavy machinery to supply. A lot of 'overpowered' ships from mods are offset with really high monthly supply costs, which lowers their fun factor since it now requires more fleet support. Dynamic Ship Generation. -Only 1 built in hull-mod, regardless of skills. Production report now shows upon ability deactivation if something was actually produced but notification interval did not elapse yet. 1a] Industrial. 456. Edit- almost forgot that putting a Alpha core on the. With its powerful features and user-friendly interface, Starsector Forge has become an. 51K subscribers in the starsector community. An insectoid race that uses high tech bio-cybernetics to grow their living ships. Removed extra crew bonus. Seems you left some of the old ships in? « Last Edit: February 15, 2021, 05:33:32 PM by BigBeans » Logged Caymon Joestar. It was built to utilize the Diktat's unique energy weapons, and features several questionable tuneups. It can be installed into the Heavy Industry and Orbital Works industries. 8a. The Tragically Hip setlist: Open YouTube Playlist. 3. 1. . Uniquifying the Factions, Part 2. Hull Forge - yes, I understand the mechanics. r/starsector • am i crazy, or is an AI-controlled aurora actually great? even w/o an optimized build+officer it punches way above its DP cost (i. 1. The button is basically saying that your colony is the same as pirate base. Those are VPC chips from Industrial Evolution mod, you install them like a colony item into the modded building called the Variable Manufacturer or something and it produces the commodity pictured on the chip (marines, luxury goods, fuel and supplies, etc). 95. TheThunderhawk • 3 yr. getHullSpec (). You will need a heavy fleet and several marines to bash down their defenses and steal the forges. 1. They are both flagship and AI fits sprinkled all over the place. Not sure about the name tho lol. heavy mgs are super cheap on flux and lets. I'd like to know your opinion. These are meant for broader use within the. Shield shunt + heavy armour paragon. c - Campaign content expansion. Some of the product will be exported for income, and some of it will be. c - Campaign content expansion. Shield adjusted to be weaker with poor dissipation and 0% dissipation when shields are. Azrael9986 • 4 yr. -Engage, Harass, Eliminate are all different things. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 0 Mod, the choice for serious players seeking advanced features and customization options. IIRC, percentage increases are additive, only percentage decreases are multiplicative, so the true value is lower than what you calculated. v0. Ships with officers piloting them or permanent hull mods are always recoverable, yes. Miscellaneous. I found a planet with "there is a "weapon" pointing at the planet itself" or something that turn out to be a hull forge. Helix The Forge, Victoria, BC - Oct 2, 1993 Oct 02 1993; Following concerts. 95a] AI-Retrofits with ease and take your gaming experience to the next level. Heavy industries produces $25k of personal budget per unit of production. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. 5 Mod, the choice for serious players seeking advanced features and customization options. Star Forge Utilities 0. c - Campaign content expansion. 8 NOTE: Any 2. Some hulls even have special mods unique to them. With our comprehensive installation and usage guide, you'll be able to install and use [0. I use 20 for no specific reason. 9. 5. 1. ini file within the GraphicsLib folder in a program like Notepad++. Try focusing on one faction at a time. 3 = Additional balancing of various hulls Added the Storm Bringer battlecruiser, Warp Diver Electronic Warfare destroyer, Comet Tail missile frigate, and Plasma Burst superfighter. It was then at commented and. That shrinks 186 inventory space down to 1 space used at base level. 95. Ballistics are typically lower flux cost, and it has a very nice small turret layout for PD and/or railguns. Having done that, retreat the ship, bring in your second, frigate-stomping flagship and pilot that instead. Put anything other flux generating weapon on board then PD weapon is not wise, because of flux can hold auto-forge activation. If you prefer small ships, then build your perks accordingly. 4 > 0. Pretty sure that is the issue, none of the hull mods are unlocked in the hull_mods. Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry? EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any. csv. The base flux dissipation rate is reduced by 5%, and the repair rate for disabled weapons and engines is reduced by 25%. Hoist the sails and go pirating. 3. r/starsector. All. starfarer. Added a setting for unlock of ability and hullmods at game start. Provides four out of campaign missions (accessible in the title screen): one that contains a sorted list of all the ships in vanilla. However: total DPs in a fight are capped at. 4 GB Heap: Most combinations of mods will work with a 4 GB heap; only some of the craziest configurations (a dozen or more factions, plus Nexerelin and DynaSector) will overload this. The Starsector modding community for enabling me to programmatically modify Starsector by patiently and thoroughly teaching me how to install a modern Java IDE, attach a. Also don't forget to use gates a lot. The Astral is a capital-grade carrier with heavy missile weaponry and the most fighter bays of any ship in the game. 8. Heavy frigate: to put it shortly, it's basically the child of a frigate and a destroyer. c - Campaign content expansion. - Each ship has its own XP counter and gains XP during combat. Right now you can still "hull tank" through derelict contingent, but its damage reduction cap is fixed at 90% and overrides armor damage reduction, so it treats armor points as hull points with extra steps.