ago. Commissioned Crews mod supported. 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. Only two cryosleepers can be found per sector. Do note that this does mean you'll get a. Once in the game, you can summon the console with control+backspace and enter your commands. You can do that without mods by going to the settings file (Fractal SoftworksStarsectorstarsector-coredataconfigsettings. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. Only two cryosleepers can be found per sector. 2 Onslaughts, 1 Legion, bunch of Eagles. SomePhishyDude. json) and changing the value of maxColonySize. Yes, an early guess is it looks like an issue with the type of planet you are trying to make. Mining always goes with refining, and maybe military base if you really need better patrol. An Editor/english teacher. edit: Better deserved S-mods. You can edit settings. If there's a "corona" effect on your fleet it'll devour CR%. I can't seem to use the console to remove the planet condition Extreme Heat. Placing an Operator on a planet with an ongoing rebellion will show you the strength of government and rebel forces. you can use addxp command. With our comprehensive installation and usage guide, you'll be able to install and use [0. - Keep ALL the ships from the salvaging quest. Commander; Posts: 207;. This (along with many other settings) can be changed by running the Settings command. Someone please tell me there’s a file we can edit to stop the. 46K subscribers in the starsector community. 6 » Trylobot: 75 134055 February 03, 2020, 07:25:10 AM by Takezzo: Modding Community Staff Listing « 1 2 » Vinya: 16 50447 August 19, 2019, 04:09:07 AM by Mayan [0. If you have created your own, make sure you check those related files. I've found Starsector recently, I'm a couple playthrough in. «EDIT: Double-Phase - Being of 2 phases, in the context of exploration, doing unarmed reconnaissance and recovery before rounding up defended targets with a second, mid-to-heavily armed fleet. zip in the starsector-core folder, as starfarer. now save the game and load it. By default, the 64-bit version of the game allocates 1. edit: should be top left of the window somewhere, above the manage industries button. Re: [0. Bring up control panel with a hotkey for even finer regulation. But if you want to increase the number of industries per colony you need to edit the settings file. Supercomputer. Hypershunt tap. Go to starsector r/starsector. Dev mode can be activated by editing settings. This is based on the idea that an incomplete and easily bypassable security measure is worst than no security measure at all. If you do, skip step 3. Do you want to stop the faction expansion in Nexerelin, a popular mod for Starsector, a sci-fi sandbox game? Join the discussion on Reddit and learn how to tweak the mod settings or disable the feature altogether. 18. So we open the aurora_ix. 2. 1a-RC6 save files. This format is designed to facilitate finding specific information quickly when you know what to look for. If you hullMod uses 'ehm_externalAccess' tag (added from . Download Adjusted Sector 0. Short answer is " NO ". Put it in the mods folder and make sure it's tagged in Starsector's launcher. If that's the only thing that you want to concentrate on then pretty much any 4x space game - endless space, galciv, stardrive etc. A quantum computer that violates the second law of thermodynamics by getting colder instead of hotter while performing computations. Open comment sort options. 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. A mature colony typically has around 300K+ income and ~60K upkeep. 95. csv files, but limited) Custom weapon logic; Most bar events; New ship systemsYou can use the command console mod to modify a planet to have those specific conditions. Instructions. It lets you specify how you want to build your (size-6) colonies, then reads your save file and simulates those colonies on planets in your sector, showing you how they'll turn out. This mod adds a search box to the planet list. Search for "maxShipsInFleet":30 and change the value from 30 to whatever. for example: <st>legion_xiv</st>. Stellariscommonplanet_modifiers" effect add_modifier = { modifier = mineral_rich days = -1 } effect remove_modifier = mineral_poor . The tutorial source code can be found at:Map and System Creation [edit | edit source]. Look for settings. - Vulcan - small volcanic planet orbiting Vesta, suitable for industry. Though it gets memey after a certain point. - Allow the Remnant Station to support artillery stations from Industrial Evolution. Starsector. 2K. csv is section on planets. The higher your accessibility, the more income your colonies will generate. Give avoid orders for the Radiant and some of the Briliant, that will help your ships survive more, Fighter Strike the Scintillas, and use. Summary: Acquire production hullmods from derelict mothership. We’re getting close to releasing the alpha, and I’m happy to say that you’ll be able to start modding Starfarer in the very first release. That's all. 9. Long answer is: It is theoretically possible to do, but it demand a huge amount of efforts to made. Join a faction to gain useful support and represent them in war and peace, or start your own. the entire current IRL human race could fit in Rhode Island, which Earth is 7. 2mil/month easily. Don't try to settle all at once obviously. If you open comms and approach any of the folks there, you get some extra options surrounding those blueprints. The best organics one is a waterworld with 2 bad mods (+50 haz) that sits all by itself in a system. 5. Works great in tandem with Boggled's Terraforming, since you can create your own frozen worlds. Mining: 1. Bitbucket. This mod adds a developer's console to Starsector that can be summoned with control+backspace. ago. edit: I added some tag support. New hullmods and planet type. High HZ slightly reduces population growth and increases maintenance. Good Day, so I know in Starsector you can use some bit of editing to change System Names, and claiming a colony has the added benefit of changing the name. You can sell them on the open market at a colony without penalty. The Sacred Volturnian Lobsters possess the most exquisitive and exemplar taste, bred by the most skilled Sindrian Diktat breeders. You can build many of them in the same system, but there's diminishing returns to their effect. faction and put the new pngs in starsector-coregraphicsportraits Here's the info if you wanted to make a mod instead of editing core. It’s true. 96a] Planet Search « on: December 15, 2021, 07:02:33 AM » Planet Search This mod adds a search box to the planet list. Under Before Launch, click green plus and select Build if it is not there already. AddAdmin: Adds an administrator to your fleet. Edit. The Ludd believer and subsistence farming enjoyer. Stay Connected with Werit: > Mods > [0. It has two modes: Scrolling (default) and Pages (legacy). dodpl1. Get that first. 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. Step 3. The amount of resources that can be exported and imported both in-faction. You can replace "stable_location" with whatever you want to spawn if you know the ID of that entity. I need more information. Veterans of Indutrial Evolution, what is this and what does it do? If you activate it through the main planet options, it teleports the planet to a different star. More experience and new update StarSector 0. Akane_iro • 2 yr. Switching to Java 8 seems to solve the issue, Thank you kind sir. Update v1. This section of the wiki is for creating mods. 6. Re: Starsector 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. Edit: After shutting down the project, it no longer shows as a possible thing to build, so it does its job fine except for the self-deletion. If transplutonics demand is not met, removes the extra slot, which decreases colony stability if the slot was in use unless you remove the extra industry. 10. A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet. I can’t believe I just randomly found it lol. chevron_left. 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. Well, the thing is, they've made it so much easier to grow the low hazard rating planets, and that by itself means they're ideal for expensive industries like heavy industry, however I read that if you put heavy industry on a habitable planet, it will add a 25% pollution hazard. Amount of industry is tied to the population so use "addcondition population 8". Ignore or stay under tech threshold per planet - distribute your industries on more planets. json and setting element "devMode":true It can also be toggled in-game by using the Console Commands mod with its devmode command. An in-progress blog post is available at dev blog post. Market conditions are properties of a market representing local environmental or social conditions. 96a is out! (05/05/23); Blog post: Salvors in the Ruin, a digital painting story (10/30/23) Home; Help;. a small guide to Editing items in savegames. It introduces: BaseModPlugin, Global, PlanetAPI, SectorAPI. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Simply change that number to how many colonies you wish to command. edit: Also would recommend MOSS (Mod Organizer for StarSector). Either through file editing or perhaps console commands, if that's feasible. aCobOfCornWithStyle • 8 mo. Safe operation requires prodigious quantities of volatiles. Senate. these blueprints will be added as "learned". Added six rare planetary conditions that could make or break a potential colonization candidate. –In-game description. Size 3 - between 5 and 10 million. I can't seem to use the console to remove the planet condition Extreme Heat. Also is a large planet colony size or physical size? Can they spawn on colony size 6 mining. In the age of the Domain, the Core Worlds were the heart of the sector, which spanned the entire Persean Sector as a result of a mass-colonisation effort. You can remove any condition with the right items. I using the 0. You'll only lose 1 rep, if any. (This condition also removes the demand of Organics for Population & Infrastructure) -25%. Open the save in notepad++, search for the planet name. 6a. finished it up, adapted it for Starsector, and wrote a few other quests. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. Right now redacted do not attack planet. 95a. For instance, its "lava" for the type id rather than "volcanic". well the only potrait pack that looked similiar to the starsector is by looking at Deviantart or commison an artist. json to change the level cap, but that will leave the experience/level scaling in place. Simply change that number to how many colonies you wish to command. Edit. Has 2 Terran Worlds next to each other with 75% Hazard rating, one with Widespread ruins and one Tundra World with 150% hazard rating. A great one is even pretty profitable at or slightly over 200% hazard rating! A habitable world. Click on the planet (or sun or astroid) within the system you want to edit 2. 149. Pairs well with Industrial. Then find the id of the condition follow up with removecondition [id] That works if it is a condition mind you. Diplomacy events see faction relationships changing over time. 1 Answer. type addcondition X to add the ones you want (or removecondition) 5. Moasseman • 1 yr. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. – Terraforming in starless systems using the fusion lamp. code not provided in this post. Working directory is Starsectorstarsector-core. Refining: 2. 1 Activating dev mode 2 Uses 2. Starsector is a hard game, especially when you have no idea what to do. 1) - 0. 4X game features in Starsector. setLocation(0f, 0f); and this would move the planet to the center of Corvus. Mainly new it. chevron_left. Notes: The colony will eventually die if you repeatedly raid it. If one is desperate enough to live in this "colony", those are the two words most commonly used. Vayra's Sector has some good portraits! 1. The colony needs to be at low stability(3<) for 16 mounths to have a decolonisation check, ach mounth it will verify if the colony is at 0 stability and if true, it will them check for decivilization, this also means it can take a lot of time to decivilize a planet, even having some chance of it *never* decivilizing. ago. Heavy Industry is an industry. The Internal Affairs mod is an excellent example of the 0. The procedure is the. Games. Definitely a Good Game and I'd think worth a look for anyone that enjoys the combat in Starsector. If it was a Nexerelin tooltip, then it's probably pointing to the Prism Freeport. Works best on cold planets. ago. under602known. Its close and convenient. Go to the core world. Some hulld mods etc are simple to edit too not all tho. so its probably in the core game files in the java files somewhere. ago by BakuhatsuFoxy Planet/Colony Descriptions Good Day, so I know in Starsector you can use some bit of editing to. Take a good look at uninhabited planets in the core worlds and pick a few that are good enough. That is the only thing I can think of at the moment. I. 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. Maintaining such unconstrained modding landscape for the players requires a little extra work on the part of the modders. I thought this was fixed so you can't remove the decivilized modifier. Create a sceleton of the faction, including flags, known blueprints, used portraits and etc, etc. close. Combat readines is one thing. 14, for Starsector 0. Starsector. Can't be activated near non-allied fleets. A shame, since they're generally good ideas . Mods inter-compatibility and integration. Overhauls. The Domain-era Cryosleeper is a large derelict vessel found in some star systems; the vessel cannot be moved. I would check planet_gen_data under data/campaign/procgen to make sure your type id matches an entry there. more edit: also, if there is a spare shithole planet in one of the systems, take it. These two games are quite different - Star Valor is more arcadey, while Starsector is a slower but also far more complex and interesting experience (at least for me) Best example would probably be reactive economy. System: - Calvera - yellow star at the center of the system and its namesake. zeonlight78. Feb 29, 2020 22 54. It's also. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. Commissioned Crews mod supported. These are meant for broader use within the. Pilotable Starfighter sub-mod (require Arma Armature mod) Star Wars Portraits. Quite a few mods add additional structures and I find I fill out the structure slots a lot faster than the industry slots weirdly enough. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. Accessibility . The generated planets - all are crap - how to proceed? After hours exploring the sector, all close systems have crappy planets. So you are right when you say the market value is not fixed. Other ships for support, you can command the astral by yourself, Stay at the bottom of the map. 6. Copy that -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005. json file. 1 Campaign 2. If you enter the command „devmode“ all industries currently being built on all of your colonies get built in one day. 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. DOWNLOAD v0. ago. - Max volatile production: slap a plasma dynamo on the giant gaseous planet with the best volatile output and lowest hazard rating you can find. There is "More Officer Skills" Mod but it's practically unuseable, because the engine limitation that Starsector have, it's gonna call that mod every time you open an UI, so it's basicly make your game stutter about 3-6 second when you do everything that open an UI like opening Map or Colonies Menu. Do note that this does mean you'll. csv or through code), and is removed from a ship, then the base hullSpec will be restored. You can optionally specify his or her tier (0-2), and faction (currently only affects name/portrait). Then, raid their food supply to make them starve to death, or even basic goods and organics, if the planet its lacking an atmosphere and needs organics to make sure their colony vital support remains stable. Starsector > Mods > [0. Report. Kentington's quite infamous for his mods being memory leaks, too. more edit: also, if there is a spare shithole planet in one of the systems, take it. 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. You can add specific deposit (i. in descriptions. Setting to edit max size for gov. Faction behaviour is also pretty random, factions tend to go to war or make alliances for no rhyme or reason. The main game already features renaming. Epsilon Bentzon Disk. Facts in real life may not apply here. The Diktat apologist and semi-willing cult of personality ensign. Orbital stations (both. It'll either be nothing, an Officer, or an Administrator. Remnant Nexus and other stations are technically fleets, these require somewhat different and more code to spawn. 5 to Tri Tachyon, and +1 to the rest. This small mod is aimed to expand the use area of new Special items, added in 0. though after brief search i cant seem to find it. Basically your NPC patrol fleets make. The generation script for gates and cryosleepers is horrible, tbh, every item of interest spawns in clumps, instead of being more uniformly distributed. This mod significantly expands the variety of systems and planets you'll encounter while exploring. 1. In each mission, two fleets face each other in a scenario you’ll run into naturally in the full game. I had a few different fleet setups. brandonvortex. usually this is not a problem since i use the salvage yards form industrial evolution mod. Starsector's modding scene is vivid and constantly active, but despite a wide breath of mods of wildly different impact, scope and complexity, rare are two mods you cannot use together. 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. 9a version and I've been trying to remove a neutron star from the system I want to start colonizing, but the commands I use keep coming back with errors or just don't work. eg. Population growth bonus equal. 95a compatible. 13. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. ) Get Notepad++. It just makes hot and very hot worlds more desirable. Also they can be randomly found via salvaging derelict ships. 96a] Console Commands v2023. 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. I forgot what the planet's initial state are, but now they are both Terran Worlds. You need only ONE planet each with +2 Farmland, with one or both +3 ores , with +2 volatiles and with +2 Organics. Following fields define the number of stuff you will. I recommend using a mod manager like SMOL or MOSS. It is usefull for other cheats like fast traveling. 95 and doesn’t have Nexerelin, it will not work. 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. The DiY mod on the other side introduce powerful terraforming buildings that can outright remove negative planetary modifiers and in the process permanently change a planet from a barren rock into a green paradise. Upgraded player. 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. It seems that destroying the supporting Ludic Path bases will, in time, make cells on colonies "begin to fade out and disappear". right up until i got my first colony settled on a 75% hazard planet, i played out of Corvus' abandoned station. When a Sector is created it will extend 4 hyperlane hops from the sector capital. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. It works as you'd. Eats AI cores to function. 91, or had, say, Nexerelin, and your laptop is version 0. Waste_Drama. Edit: what you're doing there is changing the memory allocated to the game from 1. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. Editing the save file directly is highly discouraged. Upgrade Military Base to High Command. The amount of resources that can be exported and imported both in-faction. you will need alot of fuel. You can do that without mods by going to the settings file (Fractal Softworks\Starsector\starsector-core\data\config\settings. Tried making a kitbash of a frigate freighter, think it looks bad. Independent/Pirate depends on transponder status and current proximity to trade convoys. 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. You can make a new save, open it with notepad, and copy over the ships from your previous save. Edit the following string in settings. Just edit the ones you want to add new portraits to. r/starsector • 24 days ago. 205. Credit: Ship sprite artworks: Fractalsponge (Ansel Hsiao), Star Wars Interregnum team, EAW Thrawn's Revenge team, EAW remake team and EAW Rise of the. For uncolonized planets I can see a <radius> variable in the campaign save file, but I can’t replicate this on colonized planets. This tutorial explains how to create new star systems with planets to add to your Starsector game. On top it dramatically reduce the strength of your ground forces - fragile domes a juicy targets to bombard from orbit after all. 3. 5gb to 1gb. getSector(). That first ice mining planet sticks around though. Edit: I do have the Grand colonies mod but my industry cap still remains to 4 buildings and idk why. Elevate your Starsector gameplay with the [0. close. So, from Industrial, Kletka Simulations produces AI cores. Late to the party but here are some QoL and visual mods. 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. 96. Need feedback and tips. Consult tooltips for detailed information about production processes. 3; Reactions: Reply. Just some pointers would be greatly appreciated. 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. Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. Easiest money of my life, though it does require me to buy storage at that planet to park all my loot equipment and ships. While there always are some modders that leave the scene, Starsector is healthy enough to have new blood fill those gaps in. json file that you can find in Adjusted Sectordataconfig. It doesn't, really. Each time I've changed a sector's capital that radius seems to decrease. 5 GB of memory for the JRE Heap. ago. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. (source: wiki) Another way would be to lower interest they have on your colony, by removing enough forbidden industries. 16 Badges.