96. 2 Onslaughts, 1 Legion, bunch of Eagles. MagicLib is a mod that provides an open-source library that is full of plugins and scripts written by the Starsector community. 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. r/starsector. This tutorial explains the very basics of adding and modifying planets in Starsector. So you got desertic if you came from a. StarSector Wiki is a FANDOM Games Community. - Allow the Remnant Station to support artillery stations from Industrial Evolution. 1 / 3. If there's a "corona" effect on your fleet it'll devour CR%. Custom amount of. 3; Reactions: Reply. Create a star system (or create a planet in existed system) that will be home for your faction. A great one is even pretty profitable at or slightly over 200% hazard rating! A habitable world. All tech is dominion tech, besides Scarab and probably Harbinger. edit: should be top left of the window somewhere, above the manage industries button. Look for settings. ago. Moasseman • 1 yr. type. The amount of resources that can be exported and imported both in-faction. r/starsector. Compatible with Nexerelin. Edit: what you're doing there is changing the memory allocated to the game from 1. Populated by a few fiercely independent settlers, criminals, and oddballs. Name. You’ll need to know the name of the ship you are trying to edit, then find the column you want to change If you want to change turret placements, turret size/type, inbuilt hull mods, or that stuff, it’s a bit more complex and I suggest you look at the wiki and the forums as previously stated. Mods inter-compatibility and integration. 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. Senate. 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. SpawnPlanet: Spawns a planet in the current star system, with optional name and spec id. 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. I had a few different fleet setups. It's cheap, despite the flavor text wording there is not a limit to how many high commands you have and it does not consume a second industry slot. It can lure users into a false sense of safety, when the fact is that running untrusted code from the Internet is fundamentally unsafe (unless it's in an industrial grade, battle-tested sandbox, like a modern browser). This is what I prefer myself. 95a. You can also edit the skill points per level and story points per level. code not provided in this post. not a luddite. 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. 1. It's actually a buff cause it comes with pop growth. You can replace "stable_location" with whatever you want to spawn if you know the ID of that entity. . 95 and doesn’t have Nexerelin, it will not work. Consider, for example, the current missions to scan a derelict, survey a planet, or collect a bounty – these new missions are all roughly along these lines, with of course more variety thrown in. 3x. ago. The ones that show up when docked or while mousing over them. Sadly we are not getting many mods, even less mod updates. Future plans: – Add terraforming support for Unknown Skies planet types. Installed in population. If you are. Only two cryosleepers can be found per sector. I am attempting to do this to an colonized planet but. You can do this via console commands by typing in "list special", this will give you a list of all special items, most which will be blueprint packages. Histidine. If that doesn't work, type in "help" or "help conditions". The Diktat apologist and semi-willing cult of personality ensign. You can also add alias spawnstableloc to the start of that command to make a permanent alias. What, like "gas giant", "barren", "tundra"? Probably is somewhere, maybe even hidden in comments in the core code, thought I wouldn't know where. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. 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. Definitely a Good Game and I'd think worth a look for anyone that enjoys the combat in Starsector. Forward time to see changes. There are benefits to colonizing already claimed systems; 1)A growth bonus to your colony for another larger colony in the same system, 2)High accessibility for being in the core worlds, 3)Weak patrols that create debris fields, 4)Close port (with constant shortages) to sell unwanted goods at high prices. zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher. Get that first. Guide att Reddit this metric, the Core sector is between 177 million and 1. Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination. I come back and I encounter this bullshit pretty much immediately. • 2 yr. I think whether you go for other industry or mining might depend upon the barren planet’s hazard rating, as that will affect growth and maintenance costs. For an idea of what would be profitable, go to a few markets with a lot of industries, click on "view colony" in the upper right of the buy/sell menu, then click on the various items on the list to the right. I think you have to go below 7 interest for them to disappear, but I. Stay Connected with Werit: > Mods > [0. There probably is, I just don't know of one. 10. ago. now save the game and load it. Switching to Java 8 seems to solve the issue, Thank you kind sir. • 1 yr. Hypershunt tap. Magiclib. 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. Bombardment uses fuel to attack a planet directly, disabling one or more of its industries and destabilizing the market. Tracking is done through the base hullMod though, so unless it is installed / required, will. This is based on the idea that an incomplete and easily bypassable security measure is worst than no security measure at all. « Last Edit: April 20, 2019, 12:18:48 PM by Lucretius » Logged Shield. Features. Either through file editing or perhaps console commands, if that's feasible. Selling planet data on the open market makes factions accrue points for colonial expeditions faster. Starsector has a very robust ship design system that allows you to make very customized ships and fleets. Add a Comment. Still, I kind of like the planet I settled on - Qaras. Yeah no idea, never seen them in vanilla and my modding usually just extends to Nexerlin and a few factions. I had already filled the slots on screen With some mod added structures so it didn't allow any industries to be built. Remnant Nexus and other stations are technically fleets, these require somewhat different and more code to spawn. Added six rare planetary conditions that could make or break a potential colonization candidate. It's actually a buff cause it comes with pop growth. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. Uploaded: 23 Feb 2019 . Profit. If the demand is not met, the reactor suffers from potentially hazardous instability, which may lead to an uncontrolled surge in output. « Last Edit: November 11, 2017, 09:30:12 AM by mehgamer. Open your save with Notepad++. You'll only lose 1 rep, if any. I`m playing a new game and got almost 3 million credits from exploration missions. You can only increase how many colonies you can manage by default. Planet B needs volatiles for the fuel, and it produces drugs from refining. With our comprehensive installation and usage guide, you'll be able to install and use [0. That first ice mining planet sticks around though. Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. 17 comments. Is it possible to edit a planet and systems you have in files? I have a planet that, when I found it, had decivilized population modifier. ago. So my beautiful 50% hazard rating terran world will take a hit. Navigate to your starsector save folder. Basically your NPC patrol fleets make. Thread necromancy just to say thank you, lol, it works. json and setting element "devMode":true It can also. 12) - for you 0. 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. 95. This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. Under Before Launch, click green plus and select Build if it is not there already. This format is designed to facilitate finding specific information quickly when you know what to look for. ago. Maintaining such unconstrained modding landscape for the players requires a little extra work on the part of the modders. The fuel requirement depends on the level of ground defenses at the. videogame_asset My games. Thanks for the answers in advance. 149. 1 Campaign 2. 9. Its excellent. ago. If you're using DIY planets you can use the irradicator item to get rid of the transplutonics. chevron_left. Thoughts on starsector economic (add Part 3 Colony (Player owned limited company) Since this is something far off topic from the DP tread, I will get a new tread on how I think the economic system in starsector should be, especially after 0. I will give you the list of imo best weapons in Starsector. Refining: 2. so for industries, world 1 (the good farm) will have mining > light industry > farming + 1 of your choice. if you are able to locate GUI/UI file, you should be able to change it. type list conditions. If you do, skip step 3. 96a] Experimental Hull Modifications 0. If you are playing with mods do List conditions with the Console command mod. Don't do a full deploy, insted deploy in waves using the reiforcements (G by default), so you can get a stable battle line on the start, for that deploy a single frigate and tell it to retreat imediatly. That's all. 15. 2. Name. I. Can't help you with your issue, unfortunately. Quests. Sorted by: 1. You can do that without mods by going to the settings file (Fractal Softworks\Starsector\starsector-core\data\config\settings. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. You can't totally control it, but you can choose a general direction it should aim. Nexellerin makes your administrative capacity go up as your faction size (Total size of all your colonies) grows. 0 way of creating quests, which still works but there is a new possible approach. 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. This means that you can have ships with up to 6 s-mods. skin file with Notepad or Notepad++ (I prefer the latter, it's in general better if you want to go through different files) and check first two lines - skinHullId is the one you're looking for. This mod adds allows you to build more buildings on a colony. 1 Answer. You can do this via console commands by typing in "list special", this will give you a list of all special items, most which will be blueprint packages. Which factions are alive doesnt influence this mechanic. It works as you'd expect. Download Here (v0. Really can let you min/max your officers. . A lot of things have changed, that effect colonies in starsector 0. This is installed just like any regular mod. It's a utility mod and can be added or removed at. 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. Bring up control panel with a hotkey for even finer regulation. Working directory is Starsectorstarsector-core. Just google starsector add planet, there's a couple threads. Instructions. Unfortunately, all the other factions will be jealous of your. I upped it to 8 because the new industry items are intended to balance the size reduction. Starsector. Good means 100% Hazard or less, and resources planets for each resource. Fractal Softworks Forum November 07, 2023, 03:21:08 AM. Cryoarithmetic engine would be the only one not worth colonizing a specific planet for. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. This is advice from an older gamer (36). 14, for Starsector 0. This tutorial explains how to create a market in a new star system on a new planet. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. You can build many of them in the same system, but there's diminishing returns to their effect. With an alias, spawnstableloc will work as shorthand for the full command. Is it possible to edit a planet and systems you have in files? I have a planet that, when I found it, had decivilized population modifier. To download notepad+, you can just go into your program files 86, fractal softworks, starsector-core, data, config, then click settings. The generated planets - all are crap - how to proceed? After hours exploring the sector, all close systems have crappy planets. For uncolonized planets I can see a <radius> variable in the campaign save file, but I can’t replicate this on colonized planets. Orbital stations (both. Acquisition []. 4) Go back to the crippled planet with your transponder off and sell them stuff at massively inflated prices on the black market. Nexellerin makes your administrative capacity go up as your faction size (Total size of all your colonies) grows. 2D RPG/Trade/Fleet Combat Game 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. Colonies within ten light-years of a cryosleeper can construct the Cryorevival Facility industry once the Guardian has been defeated and the sleeper explored. Instal console command mod while looking at your moon colony press control+backspace type removedcondition highgravity. All planets have a random number of planetary features which increase the number of districts a world can support. Click on the planet (or sun or astroid) within the system you want to edit. I won't go into the whole "oh well is this planet really worth it" thing because people get weirdly touchy about it. I can’t believe I just randomly found it lol. Commissioned Crews mod supported. (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. ago. Even active sensor scans can't pick you up anymore I think. Instructions. Tactical and saturation bombardment operations are available. k1llerk1ng. Tried making a kitbash of a frigate freighter, think it looks bad. !!!Creating a system with planet at fleet position. setLocation(0f, 0f); and this would move the planet to the center of Corvus. It is available to all colonies established within 10 light-years of. faction and put the new pngs in starsector-coregraphicsportraits Here's the info if you wanted to make a mod instead of editing core. Re: [0. Use their production capacities to make supplies, fuel, machinery and ships from raw resources. Anything below 1 million people would not even be worth visiting for a trader. 0) LngA7Gw: 3 492 November 22, 2023, 08:20:29 PM by LngA7GwKind of. Edit Edit source View history Talk (0) Redacted, deleted, or erased are the things that must not or shall not be spoken or learned; it is either illegal or dangerous, for if one is known, they either become rulers of the universe or destroy it. An in-progress blog post is available at dev blog post. To Debug Starsector, create a new configuration and select Remote. Consult tooltips for detailed information about production processes. If you open comms and approach any of the folks there, you get some extra options surrounding those blueprints. High HZ slightly reduces population growth and increases maintenance. I recently found out that if you start a colony on a decivilized planet and then abandon the colony then recolonise it, you can remove the decivilized mod. Edit: now that I have tested out a totally new save with the same modsinstalled, I'm. Edit: oh I just saw your other reply, yeah 150 should be fine for anything. The tutorial source code can be found at:On planet class And on hazard rating. open console 3. Make sure you have the same mods and same versions in both devices. i don't know if this works for mods too, and what names to use. 6. 1 Answer. Removing Modifier from Planet in Savegame. juice-stain. Don't try to settle all at once obviously. You can make a new save, open it with notepad, and copy over the ships from your previous save. Disruptions in trade, like the loss of a merchant fleet carrying vital food or volatile chemicals, can cripple a planet’s output. My general technique is to identify which world I want to be the new capital. Finding a really nice colonizable planet in a good position only to then be stuck with a pretty boring system name is slightly annoying. edit: I added some tag support. Compatibility improvements I intend to make once other mods update for 0. Saturation bombardment is a wonderful solution to expeditionary force harassment. Some hulld mods etc are simple to edit too not all tho. Logged Thaago. Starsector. Its close and convenient. 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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. Interesting, I guess I’ll have to get on that. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. Fans of Star Wars and strategy game fans will agree Star Wars 2020 is sure to offer something superb. (My planet's name is Valor in the Tartarus star system, so I did find searches for those names) 4) In either case, you want to edit the "r" value. Doubles the number of star systems, including blackholes. Feb 29, 2020 22 54. This happened multiple times. (My planet's name is Valor in the Tartarus star system, so I did find searches for those names) 4) In either case, you want to edit the "r" value. Refining: 2. It should be displaying a splash screen if newly installed. Go to starsector r/starsector. Now you can play a Starsectortm mod that is vaguely modeled after said popular franchise!In the Persean Arm…. You can spawn fleets with SpawnFleet. While I do understand what is happening, I do not know how to even start “opening” core ui for extension the way you do it. Edit: I do have the Grand colonies mod but my industry cap still remains to 4 buildings and idk why. you can edit your save file and add blueprints. Here I will explain the rest that I have struggled with when creating my own star system: * First thing you see in the plugin file is this. 5. – Add a settings toggle to allow recolonization of all stations, including those which are essential to the main story quest. Literaly as i saw the ground map! Uh. Logged. There are benefits to colonizing already claimed systems; 1)A growth bonus to your colony for another larger colony in the same system, 2)High accessibility for being in the core worlds, 3)Weak patrols that create debris fields, 4)Close port (with constant shortages) to sell unwanted goods at high prices. However, i've kind of hit a brick. 5. Starsector is a game about exploration and fleet combats, and Nex tries to make a 4X strategy. It's ridiculous that it doesn't go away by itself after the planet has been civilized for some time, so I've got to take matters into. My question is how to proceed to add a static planet on a nebulae ? EDIT : Without any star ! [close] Second post. The lower the better. Hazard rating barely matters. 3. Elevate your Starsector gameplay with the [0. saturation bombardment. Starsector is a universe with magitech and planet-killers. captains and officers), and 3,020 names for stellar objects (i. Step 3. But if you want to increase the number of industries per colony you need to edit the settings file. r/starsector. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. k1llerk1ng. 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. I would say it is caused by terraforming & station construction or one of the faction mods I have that adds planet types. • 4 yr. Following fields define the number of stuff you will. The best organics one is a waterworld with 2 bad mods (+50 haz) that sits all by itself in a system. You can edit settings. you can use addxp command. 7MB ; 659-- Nexerelin. Starsector! Join thousands of players in a massive online community. Works best on cold planets. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). csv or through code), and is removed from a ship, then the base hullSpec will be restored. 2. You can add/remove conditions with AddCondition and RemoveCondition, for example "addcondition farmland_bountiful". 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. Now here I am many years later. Because of that, planet A will supply planet B with food. Make sure you un-suspend repairs on your ships, then the fourth button should allow you to repair. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. This tutorial explains how to create new star systems with planets to add to your Starsector game. 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. Notes: The colony will eventually die if you repeatedly raid it. 95. To create the star system you will need to use the star system mod frame mentioned above, it will have a lot of explanations in itself and the video will also explain a lot and in easy to understand form. Categories Categories: Add category. Overhauls. 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. focus the little ones or the ones that are getting close to your ships. A non-exhaustive list of tasks that require programming are: Adding a new star system (possible through . Its even possible for some mods (no idea how) to make it so even if you dont change anything a same seed game might be different. Cryoengine for large fleets so they need High Command. 28. Starsector has a real-time economy and different planets will require more or less of different resources based on the industries they hold. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. You can also add alias spawnstableloc to the start of that command to make a permanent alias. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. dock at the planet you want to change. Your Starsector Colony will live and die by these few stats. Starsector, especially with mods involved, can use a lot of System RAM when saving or loading games. You can also edit playerMaxLevel and skillPointsPerLevel. . Re: Starsector 0. There even is a way to build an entirely new planet in a system but I have yet to try it. Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. Notes: The colony will eventually die if you repeatedly raid it. 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. Planet Search. dock at the planet you want to change 2. 6a. 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 precisely those worlds that I surveyed. Right now redacted do not attack planet. It is usefull for other cheats like fast traveling. csv. RunCode Global. ago by BakuhatsuFoxy Planet/Colony Descriptions Good Day, so I know in Starsector you can use some bit of editing to. ) Get Notepad++. json or scripted map generation. For example, if we want to move the planet Jangala, we could write some code: jangala. Cryosanctum is a special non-industry structure. A quantum computer that violates the second law of thermodynamics by getting colder instead of hotter while performing computations. The procedure is the. chevron_left. 1. 05. Amount of industry is tied to the population so use "addcondition population 8". Pilotable Starfighter sub-mod (require Arma Armature mod) Star Wars Portraits. How do I remove a modifyer from a planet in my savegame? I've got a planet that still has Decivilized Subpopulation even after getting to level 7 and want to remove it. Increases the number of industries that can be installed on the planet by 1. . It can lure users into a false sense of safety, when the fact is that running untrusted code from the Internet is fundamentally unsafe (unless it's in an industrial grade, battle-tested sandbox, like a modern browser). Starsector is a hard game, especially when you have no idea what to do. I can't seem to use the console to remove the planet condition Extreme Heat. Starsector > Mods > Modding >. You can also go into the starsector mod folder for whichever faction you want, find the ship list Excel spreadsheet located in there, and find the ship ID (should be listed under column B. It had a big fleet of Hegemony XIV ships, but AI-operated. If your military fleets stop being pickets, and become detachment they start to patrol the jump points of the system in hyperspace. Litigation over whether this device is of inherently unsafe design or. there should be the new amount of said items in your inventory, once you load. 3. That will add a stable location at the player fleet's current position. So all you need to do is just really making your orbital work colony only +light industry+farm+military base. 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. While the planets info menu is on your screen, open the console and type the following event 3. Do note that this does mean you'll get a.