Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. Diplomacy events see faction relationships changing over time. 1a Modded] - KADUR SWARM I. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. Adds a variety of ships to the pirate's loadout for two reasons: To make the pirates more of a threat and less of a nuisance, by giving them effective ships. 1a] Better Colonies 1. The Heron is a midline cruiser carrier. It used to be called Starfarer. There are also three types of orbital stations. Background. That movie was the shit. If you add 2 to production, you would get 50% the value. Increases Pather. Re: [0. Elevate your Starsector gameplay with the [0. Once I got the colony's stability handled, it was simply a matter of having enough money to handle. 95, and 0. 1] Slightly Better Tech-Mining…. The Gargoyle is a high-tech station defense drone featuring the advanced Paladin PD System and its own shield generator. But at least they responded to distress calls. 95. Ultimately I decided to settle on it and build tech mining. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. That movie was the shit. melanion5 • 1 yr. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. With our comprehensive installation and usage guide, you’ll be able to install and use [0. Use any extra deployment points to deploy long ranged ships to support your station, hit autopilot and go make a sandwich or something. 400 crew onboard beginning of the month; mining vessels in front of fleet list (elite crew only) with 237 veterans and 27 regulars in the cargo haulers, tugs and surplus; lost 52 veteran crew; ended up with 171 extra elite end of month. I have the. Heavy Industry is an industry. 95 (formerly "Starfarer") is an in-development open-world single-p. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. 1 / 2. Advertisement Coins. 95. It used to be called Starfarer. low/mid/high tech in. Well, in base game the omega are out there. 3. High tech stations are a bitch to fight, since most of them just spam plasma cannon. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. Does Slightly better tech mining still work? I want to add this mod but it says that it's outdated will it still work properly? I've heard that the outdated version crashes and the up to date one is rolled into the author's building collection, which is only available on the StarSector discord. and another 35K in the mining station's debris field. 1a] Unknown Skies by Tartiflette [0. Step three: Go to the blue giant in the top left corner of the map. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. tech mining vanilla feels so worthless hahaha tested it so far in 3 different games, no problem so far, issue is non of those games i play deeply into the campaign. Mining Complex Beta-Eleven, a designation I'd lifted from the fusion reactor's terminal, was, as the name implied a mining base. 95. You'll want 3-4 colonies in the same system with High Commands on them. Biofactory Embryos have a base price of 120 000 credits. 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. Creates an independent Open Market on the colony. 42K subscribers in the starsector community. Wow, Hypershunt Tap would actually be good on this planet. Upgrade your spaceport to a megaport. 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. : high flux, low hull, engines disabled etc. Get at least one rig and drone thingy to get some more loot. An outpost option is added in addition to "colonize" option for planets with ruins. Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. « Reply #5 on: January 27, 2022, 01:47:48 AM ». 96a] System Marke. Their wanzers range from light fighter-infantry to frigate-equivalent monsters. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this. 1 1. 2 – 11/12/22. Thankfully we were all able to act fast and help find our brother under the rubble. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button. This game has been in development for something like 9 years, which you would think was in some kind of development hell. High Tech Expansion 1. Civilian ships are usually awful for stealth. With. a version that is more faithful to the 2d sprite dimensions. Starsector > Suggestions > Tech Mining Industry Suggestion - "Tech Mining Operations Centre. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. The market will sell commodities the colony produces or demands, as well as ships and weapons the player has blueprint of, if they have a Heavy Industry. Colonies were added in version 0. 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. Acquiring special items can be difficult as they are somewhat to very rare. Nothing too game-breaking in there. ago. 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. It also includes one new low-tech light capital to give the Hegemony a fighting chance. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. check the governor. Mining does not provide any benefits to the colony. I think it's from Roider Union mod, the ability to remove ruins. There is an NPC in bars to talk to that offers BP's, random tho. - Allow the Remnant Station to support artillery stations from Industrial Evolution. BetterTechMining. r/starsector • Been playing. Since the Shrike has light armaments for a destroyer, high combat speed, and burn 10, it can be thought of more. when I started this game I roleplay as miner fleet I avoid all fight until I became rich. 46K subscribers in the starsector community. I went and checked the size 3 colonies, and. Any ship you stick a mining tool on can mine, and will be at risk of damage. Hazard mining incorporated also adds pirate ships. Added one new Utility ship that has tugs and mining lasers. When I try to fight one, I just watch as my entire fleet overloads in less. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. 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. You can always do tech-mining later when you are richer, once you have 2-3 colonies but don't have 6 planets colonized yet, and no longer worried about income, go out and tech-mine all the big ruins you can find. The advanced tech mining mod is a godsend . I did not consider the dilution effect it would have on the loot pool. ) Commence on steroid (implied) Decrease planet hazard by 50% (require habitaitable and mild condition. Yes, stations will be armed with your state of the Art technology, if that is mining lasers, well, better find a High Tech blueprint, or the blueprints. In-game description Farming is an industry. Just off the top of my head, Hazard Mining Incorporated, Roider Union, Mayasuran Navy, and XIV Battleground are all faction/ship mods I've used in recent. Go to starsector r/starsector. Elevate your Starsector gameplay with the [0. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on. Advertisement Coins. Read through those main mission descriptions carefully! This is also save-game compatible (but I cannot guarantee anything if you remove it mid-save). In Starsector 0. Socials. 6. 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. 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. « Reply #37 on: February 28, 2022, 01:57:13 PM ». One is designated your colony where things go like tech mining loot and built ships. Hazard mining incorporated supervillains adds two pirate like factions. Edit: To be clear, this is a 100% serious response. The 6U CubeSat, which is being provided by space tech company OrbAstro, will be pre-loaded with “asteroid. Putting an alpha core into a fully upgraded high tech orbital station brings a tear to my eyes. r/starsector • High tech is like Apple : Complete waste of money. 6. I went and checked the size 3 colonies, and. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. . Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. Builds high tech station, has nothing but mining lasers on it :( Reply Arthur_The_Ok • All hail the [SPACE DORITOS] • Additional comment actions. 95. I'll second that DIY and Better Tech-Mining are good mods. Very good ships that are good all rounders; space Romans? Junkyard dogs: some what sizable faction mod with very good low tech ships. However, the upkeep cost is limited to 1…. Absolutely recommend. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Step two: Get extremely good ships. 95 threats do not appear till the colony reaches size 4. 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. It is a religious terrorist organization made up of radical adherents of the Luddic faith. Searchlight Resources Inc. : med sized mining centric faction that focuses primarily on the out edges of the core worlds and produces low tech ships Interstellar imperium: somewhat small faction 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. 9ggggggg Mod, the choice for serious players seeking advanced features and…. Provides +2 stability to the colony. 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. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet. Starsector is very different, in that unlike WoW, you have numerous playstyles. 343 votes, 18 comments. So if a colony needs 5 food, that would be provided in faction from your 8 food exporting colony. the station, etc they are sending you to, IS there. AI Cores are rare loot items found during salvage. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn. You're wondering when to stop your tech-mining when ruins become literally unattainable. Advertisement Coins. The sustainable development, extraction, and production of critical minerals and energy resources fuels the technologies of the future, from electric vehicles to green energy. 9. # 2 - All midline sprites. 96a] ED Shipyards 2. meanwhile, let colony grow, give as much incentives as possible . QuickQuirk • 10. Elevate your Starsector gameplay with the [0. Independent-Gur1617 • 3 mo. an industry. that means there's only 50% of tech left These ruins have been combed through, though the chance for a few new finds still remains. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. Tech-Mining does not provide any benefits to the colony. ago. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. Exotica Technologies v1. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. The biggest problem with Tech Mining is they will attract enemies from Diktat or other major faction. Mount & Blade is one of those games. It used to be called Starfarer. Has 100% hazard by default, and moderate ore resources. 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. 9. 1] Slightly Better Tech-Mining with ease and take your gaming experience to the next level. 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. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. 95. Costs on average 0. Drugs are exported as long as the AI has a demand for it (Mining) not until you stop importing organics. 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. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. 95. Starsector Beginner’s Guide Part 2 – Colony Building. 9. New interesting faction, and stuff to explore. Also consider Better Tech-Mining (By Yunru). Re: [0. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. I completely. If Tech Mining is not possible, then both refining and Fuel Production. Stealing an existing one from a faction in a raid. IMPACT's 100%-owned and operated underground silver mines feed a central. Cryosanctum does not provide any benefits to the colony. 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. 4/ has no "dramatically" higher chance of finding things on the first mining. Elevate your Starsector gameplay with the [0. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. 4476 Posts 61 Topics. Premium Powerups Explore Gaming. Xhan empire, there's a fun cosmic horror in the top left of the map. Technology. A Star Fortress with a good supporting fleet is unbeatable. . The Afflictor-class Phase Frigate is a deadly hull with a unique Entropy Amplifier, which temporarily makes ships more vulnerable to damage. And there's the base sensor profile anyway. 4. Do not build tech-mining, fuel production, turn on free-port or use AI cores. Only played around with high tech. 7. Self-explanatory. Face smashing optimized fleet in dock for short trips that require such input. So let's change that. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. Join. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. Tech mining is the only way to find blueprints. The remnants of a people murdered by the Hegemony in a brutal conflict, they desperately cling on to the remnants of their once-great fleet in a. Other than that i don't really bother with spending story points there. You can mine asteroids in the Nexerelin mod. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. 3/ provides *no* benefit to the colony. Has versions for 0. Where you see Yellow is Vapor Barrier and Mesh is where I was 5 mins before. 2D RPG/Trade/Fleet Combat Game. . 8. 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. Mining, refining, heavy industry, fuel production and high command can all use their respective colony items on this world. Those could be very well filler ships. Since, I don't believe I'm ready for the new balance changes of . Aka stuff that's already in a storage. 17. Mining Lasers are a poor man's PD laser equivalent, having longer range but horrible damage. Industrial Evolution has this wonderful addition of "Engineering Hubs" as a structure where ships can be left to be deconstructed to gain knowledge until their blueprints can be re-created. This mod intends to expand the options for high-tech fleet doctrines. Look for all kinds of derelict Domain probes, mining stations, research stations, and orbital habitatis. megaboto •. Other industries need higher population counts to be effective. 96a] Terraforming and Station Construction by boggled [0. 95. Larger colony size means more mining production. Low-tech, High-tech, and Midline, all of which cost the same. Undertaking - Reversed and extended venture, more missiles, and swaps mining pods for a borer wing. 14865315874. As for what Alex had to say about them. 25 multiplier when being improved. High Tech Expansion: adds more HT ship hulls. The only settings/config files I could find were the ones I mentioned previously, and neither have anything related to the governorship/market size limit. 2D RPG/Trade/Fleet Combat Game. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. I will mostly use the "lore" and in-game descriptions, like once you dig at the "technicals" of starsector tech it is super powerful. 3. So failing one mission miserably, we go complete the technology cache mission. 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. ago. 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. by InquisitorViktorTarr. 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. 412 votes, 48 comments. Depending on the level of ruins it can go for quite a while. 6. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. The-world-ender-jeff • 8 mo. r/starsector. 4 New Features - New music! - Added pirate skin of Wrecker - Added zapping mechanic for Zap SRMs - Redesigned Firestorm's mount arcs . Updated support for Version Checker. There's officially no reason to keep Tech mining anymore. You're wondering when to stop your tech-mining when ruins become literally unattainable. After some months, the chances you find blueprint/rare item becomes so low, that is better to go and get those items by raiding, also freeing industry slot for something more valuable by deleting tech-mining. 91, 0. 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. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. 1] Slightly Better Tech-Mining (Read 685 times) Where earth is destroy by a blue alien and a ship escape with all earth seed,animal dna , knowledge and has the capability to build a planet. Their job had been to extract raw materials from underground and fabricate. ago. I would recommend you to use the slightly better tech mining mod. They're shady as hell and do a good amount of scavenging and tech-mining too. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. 4/ has no "dramatically" higher chance of finding things on the first mining. All planets are in the same system. Yeah, so I wanted to turn tech-mining industry into structure. FYI, mining specifically has two different items with separate requirements (each industry can only have one item at a time). Advertisement Coins. Better Tech-Mining makes tech. Shielded holds if you get caught (you will eventually), good burn level, passable in combat. Thats perfect. Dec 23, 2021. The Dominator possesses relatively weak shields and has an underwhelming flux capacity given its typical weapon loadouts. r/starsector. You have to raid it over and over to get what you want. Well, you should never stop during your. Very safe to add. With our comprehensive installation and usage guide, you’ll be able to install and use [0. I've done a Space Miner start before, with Roider Union and HMI being the. However : once a month you get a report about custom production etc and that also contains your tech mining loot. Expectation: The more you increase tech mining findings via improvements, the more (and better) loot you get, similar to the (wrongly) additional loot from 0. , 0. 3. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. Put an alpha core in your star fortress, then bait an ordo to it. It can be installed into Light Industry. . And by storage I mean clicking on the storage button when looking at your colony, which is separate to the first thing you see: your colonies resource stockpileUnderworld adds some new content for pirates and more ships. Has 100% hazard by default, and moderate ore resources. If you check the current Luddic Path cells you can see their "Pather Interest. (EDIT, Thanks to u/pedro1_1 ). Don't leave anything at the colony so you can close it without having to visit (unless its vast, then for sure put an alpha core + story point it for 50% extra. There are others, and it gets blurry in places, but for this post, these two are what’s important. Ive modified the drop tables on yunru's slightly better tech mining by adding the item id of the industrial evolution items including the vpc so now the mod works and drops the industrial evolution colony items i basically copy pasted the item ID to the drop table maybe you can even tweak the table to be able to even give. 2D RPG/Trade/Fleet Combat Game. 96a] Nes’s SAW 1. First, make sure you properly modified the file setting the allocated memory for the game. 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. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. , 0. ReplyProbably this. Battered and bruised miners are less useful. ago. Usually after the final set of patch notes come. Still, if you have a lot of colonies. Worlds with ruins for "tech mining" are valuable, but aren't necessary to produce a self-sufficient colony cluster. I'm using a mod that sets my fleet size max to 600 deployment points instead of 30 ships, and I've tried 600 deployment points of legions, 600 deployment points of tempests, 600 deployment points of balanced fleet, and 600 deployment points of onslaughts. It's. 44K subscribers in the starsector community. 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 but you can change it if you want to. –More than 75% decay. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. I wonder how you'll balance Starsector-tech in this fic because some of it is hilariously bullshit at times like dimensional-shifting,. Yes, generally 0. In general, some of the "expansion" mods are great. Yeah, so I wanted to turn tech-mining industry into structure. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Ms. Jk, doesn't exist. 95. In fact, it always pays for itself. In Starsector 0. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. People. And to get the blueprints is exploring or tech mining. Starsector > Mods > [0. Hazard mining inc. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. Sometimes you luck out, sometimes you get nothing. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. Gas giants are the only place where. 3. 4. Xhan empire has some very eldritch secret content. ) Take the number for grain of salt, I’m always huffing that additional tech mining and didn’t paid much attention to. 1 upkeep. Use the money you get back from the destroyed facilities to build up your defenses. 2. chevron_right. Eventually the only planets you control directly will be ones with heavy industry or tech mining; and eventually the tech mining goes away to be replaced with more heavy industry. ticktockbent •. In conclusion, it's great for a few months and massive ruins is a plus. I don’t plan to abuse it and make my ships OP. 5/ has miniscule returns (you can literally get more from. 3/ provides *no* benefit to the colony. 1. This is a verry interesting mod with lot of added cont. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3. tech mining with alpha core. Focus on Uranium, Gold, and Rare Earths in Saskatchewan. Programs. 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. And the depletion counter is very handy. The chart details rewards in relation to each of the four types ruins. When I found out about Starsector, truly a hidden gem, I was amazed and fell in love with it.