Can't be activated near non-allied fleets. Heat/cold, atmosphere,. Edit the. System: - Calvera - yellow star at the center of the system and its namesake. Starsector. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. Star Sector | Review - Nuke Them From Orbit. well the only potrait pack that looked similiar to the starsector is by looking at Deviantart or commison an artist. log, which gets overwritten with every game run Bugfixing. Hikurac • 4 yr. - Max volatile production: slap a plasma dynamo on the giant gaseous planet with the best volatile output and lowest hazard rating you can find. However, i've kind of hit a brick. Now you can play a Starsectortm mod that is vaguely modeled after said popular franchise!In the Persean Arm…. 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). 0, eddit it to whatever you want, but dont go over 99 999, ive experienced nothing happening if you go to 100k or higher. Which means that a size 8 planet (the largest in the game) could fit in a planet that's the size of Russia, which would be. I`m playing a new game and got almost 3 million credits from exploration missions. ago. Add a Comment. 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. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. This mod adds a developer's console to Starsector that can be summoned with control+backspace. No more scrolling around, squinting at the small grey text on the dark background and muttering ABCs under your breath, no more! Why this isn't in the base game is something I'll never understand. 0 is out! You can now add orbital stations to custom star systems and name each and every planet and star in those systems! v1. A single gamma core is worth +3 rep to the Luddic Church, +2 to the Hegemony, +0. My question is how to proceed to add a static planet on a nebulae ? EDIT : Without any star ! [close] Second post. (If you want more industries, need to change the maxIndustries table right above the previous one too) 13. csv. What, like "gas giant", "barren", "tundra"? Probably is somewhere, maybe even hidden in comments in the core code, thought I wouldn't know where. Instal console command mod while looking at your moon colony press control+backspace type removedcondition highgravity. Really can let you min/max your officers. Press 'Establish a Colony',. 205. Instal console command mod while looking at your moon colony press control+backspace type removedcondition highgravity. 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. Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination. 0 approach to building quests. Step 1. setLocation(0f, 0f); and this would move the planet to the center of Corvus. json to change the level cap, but that will leave the experience/level scaling in place. This tutorial explains how to create new star systems with planets to add to your Starsector game. 95, by changing planet status requirements. 1) - 0. 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. Removing Modifier from Planet in Savegame. ago. Ms. Just edit the ones you want to add new portraits to. Right-click your desktop shortcut for Starsector and select "Open file location". –In-game description. e. Open IntelliJ IDEA. Then add even more raids to cause civil unrest. Cryoarithmetic Engine. • 2 yr. The laboratory restores them to an empty one, which can be send to the hull deconstructor again. 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. Anything below 1 million people would not even be worth visiting for a trader. Edit: Read the code. 3. close. Remnant Nexus and other stations are technically fleets, these require somewhat different and more code to spawn. • 4 yr. Planet/Colony Descriptions. 95a. Still not easy. I can’t believe I just randomly found it lol. If you hullMod uses 'ehm_externalAccess' tag (added from . Doubles the number of star systems, including blackholes. 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. Sorted by: 1. however i. Put it in the mods folder and make sure it's tagged in Starsector's launcher. New hyperspace storm pattern. So we open the aurora_ix. Moasseman • 1 yr. Provides +2 stability to the colony. 1 / 3. The main game already features renaming. Edit: as far as fleet quality goes, IIRC you only need to max it out on 1 world and the size of a fleet spawned depends on the size of the planet as well. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Commissioned Crews mod supported. It introduces: BaseModPlugin, Global, PlanetAPI, SectorAPI. I come back and I encounter this bullshit pretty much immediately. 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. a small guide to Editing items in savegames. Reply replyI found it. You can remove any condition with the right items. Now it work better :I've tested it with vanilla Starsector 0. faction and put the new pngs in starsector-coregraphicsportraits Here's the info if you wanted to make a mod instead of editing core. Kentington (the mod author) hasn't logged in since the end of 2021 last I checked, so yeah I'd call it abandoned. - Allow the Remnant Station to support artillery stations from Industrial Evolution. Human beings can survive unprotected exposure to the surface conditions of (market). 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. so its probably in the core game files in the java files somewhere. You can only increase how many colonies you can manage by default. StarSector wapons guide is back. It seems that destroying the supporting Ludic Path bases will, in time, make cells on colonies "begin to fade out and disappear". json file that you can find in Adjusted Sectordataconfig. It's essential for making your save file readable and it's what we'll be using for the guide ahead. chevron_left. Good means 100% Hazard or less, and resources planets for each resource. Tactical and saturation bombardment operations are available. More experience and new update StarSector 0. basically, you would likely need to either make the building screen a scrolling one so it can have unlimited slots, like inventory, or create more individual slots. Re: Starsector 0. code not provided in this post. May be easier to just raise the lvl cap. This is no longer a thing. 91. r/starsector. Open the file that interests you - let's say we want to spawn IX Aurora. Upgrade Military Base to High Command. Personal Contacts. While there always are some modders that leave the scene, Starsector is healthy enough to have new blood fill those gaps in. 2. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. Stay away. Then find the id of the condition follow up with removecondition [id] That works if it is a condition mind you. A community maintainer has put an updated version of the mod up on GitHub and a forum thread - please go there for future development) v1. All planet types have the proper conditions generated; Special planets in non proc-gen system now get the proper special conditions; Version 0. 18. AddAdmin: Adds an administrator to your fleet. This is what I prefer myself. 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. edit: I added some tag support. in a savegame with hardly any mods except console commands and a few utilities changing planets like arid to jungle instantly changes the. 95a. Bases will always be found orbiting a planet or within a terrain feature such as an asteroid belt. High HZ slightly reduces population growth and increases maintenance. This was so in earlier releases, but seems to. The economy for the whole starsector is based on industry production, and trade shortages. This mod makes the Sector size bigger and let's you change the number of star systems generated, with a new hyperstorm map. You can also edit playerMaxLevel and skillPointsPerLevel. Their taste are known to turn even the most heart-broken and depressed spice merchant, into the most. Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. I haven't done it myself yet, but those files are included in a . You can build another fleet thingy to double up defense, you can. 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. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. StarSector wapons guide is back. Tracking is done through the base hullMod though, so unless it is installed / required, will. I wouldn't recommend it unless you want to concentrate on colony gameplay more. You can create new stable hardpoints in a star sector by emergency burning to a star and clicking on it as if it was a planet. 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. 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. Put multi word names in quotes and you can get the spec id from planet_gen_data. Just google starsector add planet, there's a couple threads. Download. Summary: Acquire production hullmods from derelict mothership. Download (0. For uncolonized planets I can see a <radius> variable in the campaign save file, but I can’t replicate this on colonized planets. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. MN-1408719140739947948. So all you need to do is just really making your orbital work colony only +light industry+farm+military base. • 4 yr. Wait around for a few minutes and wait for "Survey a Terran/Tundra/Jungle world" mission, accept and complete it accordingly. Subreddit for the PlanetSide franchise, a series of games developed by Rogue Planet Games and published by Daybreak. Hypershunt tap. 5 GB of memory for the JRE Heap. type list conditions 4. This mod includes 10 additional features and three loose scripts. 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. 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. It really went from let's find the best habitable planet to let's find the best no-atmosphere planet that also has a habitable with organics and a jovian with volatiles. Refining: 2. After defeating it, I was rewarded by Planet Killer, and by multiple XIV ships i salvaged. The suppression fleets will more or less stomp out the rebellion if they can safely arrive. Step 2. code not provided in this post. If your military fleets stop being pickets, and become detachment they start to patrol the jump points of the system in hyperspace. 6. 1. Quests. Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. Editing planet size from save file. I can’t believe I just randomly found it lol. By the way, you can also use it to share colony builds. Just remember to leave devmode after the action, it clutters up many interaction menus with „dev“ stuff. So you got desertic if you came from a. Starsector > Mods > [0. Compatibility improvements I intend to make once other mods update for 0. It'll either be nothing, an Officer, or an Administrator. Fury is D tier, Champion is C tier. Give AI cores to station commanders. make it habitable, add water so it becomes fertile. The Diktat apologist and semi-willing cult of personality ensign. Most of these planet types are habitable and class IV or V. Switching to Java 8 seems to solve the issue, Thank you kind sir. 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. (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. I'd say read both descriptions and figure out whichever you prefer if you just want to use one. Features. Hyperion, and all phase ships not already in F tier are -1 tier if piloted by the AI. profit. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. This format is designed to facilitate finding specific information quickly when you know what to look for. 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. YES there is a way to take out the irradiated « debuff » with and irridicator core , one of the MANY special objects added in that mod. . Consult tooltips for detailed information about production processes. Colonize, get a super early jump start on colonies, get population bonus from friendly planets in-system, get free defenses from pirates. By the end of this tutorial, you will have a mod with a custom ship, weapon, faction, star system, and associated other creations, as well as a passing. Created a new save with my own colonized planet, I can change the radius of uncolonized planet in the same system but not my own. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. If the original save was in version 0. So we open the aurora_ix. addspecial ship_bp paragon All single ship blueprints will be spawned in via the command: addspecial ship_bp "ID of ship" To find non-modded ship IDs, you will have to look in StarSector. 2. Ground forces come second. json; That string determines how many colonies you can personally command by default, before any effects from Colony Management. Histidine. Now here I am many years later. edit: should be top left of the window somewhere, above the manage industries button. 205. Download. 205. captains and officers), and 3,020 names for stellar objects (i. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. While the commands themselves aren't case sensitive, arguments are. Need feedback and tips. If IntelliJ is already open to a project, navigate to File - Close Project to return to the splash screen. Killing the station destroys the base, although a new base will spawn in time. Literaly as i saw the ground map! Uh. Colonies are player-owned settlements on planets within the sector. eg. Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed « 1 2 3. «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. 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. Dunno if it's possible. dock at the planet you want to change 2. Lets take a few to fix it. Forward time to see changes. RunCode Global. They will automatically travel to the next 'infested' planet and engage with the pather cell there. close. Spawning Instructions. Dev mode can be activated by editing settings. Starsector (formerly Starfarer) is an upcoming top-down single-player indie role-playing game developed and published by Fractal Softworks for computers in 2011. They can influence the output and upkeep cost of industries in various ways. To edit the actual effects of the skills, once you unzip it you'll need to build the Java project any time you make a change; it won't be as simple as changing the JSON settings included for easy customization but it isn't terrible difficult either. I think you have to go below 7 interest for them to disappear, but I. I will go troug. This is installed just like any regular mod. Run directly back to the planet, they'll restore the ships to 70% CR for free. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. The procedure is the. It adds pre-specified images to all vanilla planets and can add fitting images to modded (setting disabled by default!) and newly established colonies. For instance, its "lava" for the type id rather than "volcanic". Take a good look at uninhabited planets in the core worlds and pick a few that are good enough. 8. There even is a way to build an entirely new planet in a system but I have yet to try it. Size 3 - between 5 and 10 million. Nexerelin reinstates this "feature" I believe. Wondering if there’s an easier way to improve relations other than taking missions. Editing the save file directly is highly discouraged. Tried making a kitbash of a frigate freighter, think it looks bad. Colonies within ten light-years of a cryosleeper can construct the Cryorevival Facility industry once the Guardian has been defeated and the sleeper explored. While the planets info menu is on your screen, open the console and type the following event. This is a mini-mod that changes the mechanics of the planetary shield generator; I found that, with its vanilla implementation, I never actually wanted to use it - so I modified it to offer an additional option to help deal with Pather terrorists. you can edit your save file and add blueprints. itssetmarket size. 205. You can then use the “RemoveCondition” command to remove the condition after. This is advice from an older gamer (36). The fuel requirement depends on the level of ground defenses at the. 3) Go to independent planets that don't have a patrol and buy as much as you can carry from the black market. not sure about the planet killer, but u can use. json, looks for "maxIndustries": [1,1,1,2,3,4,4,4,4,4] and change it as you wish. Sokoll131 • 3 mo. It’s true. It should be displaying a splash screen if newly installed. Mainly new it. So you are right when you say the market value is not fixed. Makes it a lot easier to keep mods up to date. You take the role of a space captain seeking fortune and glory however you choose. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. There should be five buttons when you visit a planet or station, they’ll be underneath the flavor text. My general technique is to identify which world I want to be the new capital. I had a few different fleet setups. 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. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Do note that this does mean you'll get a. SomePhishyDude. Nexellerin makes your administrative capacity go up as your faction size (Total size of all your colonies) grows. With no planetary features, a planet will have no districts. – Terraforming in starless systems using the fusion lamp. Edit the following string in settings. I also have a star fortress only colony in red warning system with nexuses as alpha core farm. You can spawn fleets with SpawnFleet. Download. 6a. Saw one patrol at the edge of my screen use it but they didn't find me. While there's no wrong way to play, here i'll focus on what i think is the easiest career. The only thing Starsector would benefit from releasing on steam would be even bigger mods. Bombardment uses fuel to attack a planet directly, disabling one or more of its industries and destabilizing the market. The Cryorevival Facility is a structure. Edit: or at least some of them idk how this is happening . 2mil/month easily. It had a big fleet of Hegemony XIV ships, but AI-operated. A much more lucrative option is smuggling. 9. Once in the game, you can summon the console with control+backspace and enter your commands. This is possible if you use the nexelerin mod. r/starsector. All planets have a random number of planetary features which increase the number of districts a world can support. . though after brief search i cant seem to find it. - Vulcan - small volcanic planet orbiting Vesta, suitable for industry. Colonies within ten light-years of a cryosleeper can construct the Cryorevival Facility industry once the Guardian has been defeated and the sleeper explored. It works as you'd expect. 7x10^7, IE a size 7 planet. For those that prefers a more civilized way of late-game colony management. 1 Spawn a solar system adjacent to the one containing the selected planet;Starsector (formerly . Find out what other players think about the dynamic faction wars and how they affect the gameplay. usually this is not a problem since i use the salvage yards form industrial evolution mod. 2) Colonize every planet on every system regardless of hazard and conditions. The fuel requirement depends on the level of ground defenses at the. 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. Simple as. 2. Edit. Look for settings. 2) Colonize every planet on every system regardless of hazard and conditions. Basic bitch Eradicator build: 2 HVDs, 1 Heavy Mauler, 2 Railguns and rest Vulcan cannons around the ship, missiles can be whatever you fancy. Figured this was a good time to release it and get feedback before getting too far with more quests. Works great in tandem with Boggled's Terraforming, since you can create your own frozen worlds. Guide att Reddit By this metric, the Core sector is between 177 million and 1. This planet is my bank planet. With no planetary features, a planet will have no districts. When a Sector is created it will extend 4 hyperlane hops from the sector capital. 5 to Tri Tachyon, and +1 to the rest. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). for example: <st>legion_xiv</st>. 8 warships strapped together was too much, so combat versions will only get 4. For over 200 cycles, the survivors of the Collapse have been struggling. Logging on OS X: will now produce Contents/starsector. With an alias, spawnstableloc will work as shorthand for the full command. You can make a new save, open it with notepad, and copy over the ships from your previous save. 10. The best organics one is a waterworld with 2 bad mods (+50 haz) that sits all by itself in a system. ago. 20. 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. It's nearly impossible to make more than the tiniest of changes without corrupting something. 46K subscribers in the starsector community. I understand there no modpack because it would be hell with all the update going around, but just a text list. EDIT: I figured it out. Planet Search. 96a: - Support for Unknown Skies planet type change projects. Cryoarithmetic engine would be the only one not worth colonizing a specific planet for. This mod is safe to add to an existing save!Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. (This condition also removes the demand of Organics for Population & Infrastructure) -25% hazard rating. The station is usually of the Low Tech. 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.