" Powered by SMF 2. A mine explodes when it hits shield or hull, or when the nine's ten second timer goes off. Starsector Beginner’s Guide Part 2 – Colony Building Various structures can be built to increase this rating such as an orbital station, patrol HQ (for in-system NPC patrol fleets), ground defenses,. When I try to fight one, I just watch as my entire fleet overloads in less. Id rather wait fir it to show up on the job postings, no need to search every solar system. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. Heavy Industry and Fuel Production pretty much need their own dedicated planets. 95 (formerly "Starfarer") is an in-development open-world single-p. 95. All of the stations will get minefields & their own flavour of defence drones at tier 3. It used to be called Starfarer. This was a 9 fleet invasion force plus a patrol and detachment. 4X game features in Starsector. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Heavy Industry has a base upkeep of 6 000 credits, increasing by. All of the current special items have uses in modifying certain industries. AI Cores are rare loot items found during salvage. 2. In fact, it always pays for itself. Re: [0. Follow-up post: In the current version (i. 40K subscribers in the starsector community. Depends on the size of the ruins. Battered and bruised miners are less useful. Fourth slot is High Command. With our comprehensive installation and usage guide, you'll be able to install and use [0. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Late to the party but here are some QoL and visual mods. Its shipsystem increases damage done by fighters of all types. Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. I’d say, at the bare minimum, look for a system with a habitable planet with food/organics, a really good mining plant and a good gas giant or cryovolcanic world. 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. Lion's Guard HQ is a structure. 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. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. . Author Topic: MOVED: [0. 5/ has miniscule returns (you can literally get more from. 95. ) Alternatively you can got the opposite direction and bring a special task force with you. HMI does add ships and stuff that make mining easier. would at least be nice to not have to fly to the other side of the sector every few ingame months xD. Setting up a colony with tech mining has a net cost of $135,000. 25 multiplier when being improved. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for. Usually after the final set of patch notes come. And the. 95. Heavy Industry is an industry. 91, 0. It’s an industry that gives you diminishing returns of items you want, and decent credits-worth of… useless materials that other industries supply in. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on. Then set up your 6 planets colony. I never got anything good from tech mining. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. A planet must be habitable for the biofactory embryo to be installed. All planets are in the same system. ) (One of the custom starts you can get for Nexerellin involves you having a personal quest for revenge on the head of the Sindrian Diktat. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. And the planet name is bob. Do not build tech-mining, fuel production, turn on free-port or use AI cores. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. On a few worlds I found vast ruins and therefore decided to set up tech mining, directed it to my main colony, and let it go. I've grown fond of this combat ring/star type of abomination. Dumb question. You'll want 3-4 colonies in the same system with High Commands on them. Try adjusted sector, it will still be a finite amount of loot you can find, but you can edit the size of the sector, the amount of stars and the amount of ruins and salvageable stuff. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Vast ruins are 8, and drops by 2 for every level under, if I recall. for when survey missions pop up for mining, research, caches, etc. The sustainable development, extraction, and production of critical minerals and energy resources fuels the technologies of the future, from electric vehicles to green energy. you how much finished building if you have any orders from your heavy industry facilities as well as your loot from tech mining. . 8. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. • •. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. Just wait for 2 or 3 probe or derelict ship missions in the same general area. 5t4t35 • 1 yr. The chart details rewards in relation to each of the four types ruins. 1a] Junk Yard Dogs – V 2. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. It is a very very late game approach, plus the chances are thin of finding something good, so try tech mining first Edit : just to be clear, you will have to raid the planets with orbital works to get the BP. Upon seeing the upgrade mechanics, I was very excited to see a. You can build another fleet thingy to double up defense, you can. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. 2/ costs upkeep credits. 95 and am not comfortable with switching (Plus all the tutorials are in . So let's change that. Stardeus is a base building space colony simulator where you have to rebuild a ruined spaceship to save the remains of lost human kind, and resume the journey to find a new home. 1. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. . 96a] Nes’s SAW 1. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. 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. They're essentially worthless. I'll second that DIY and Better Tech-Mining are good mods. In fact, it has no inputs or outputs colony-wise but every month it produces some salvage products, including chances for blueprints, AI cores, and nanoforges. Woe. "When to abandon tech-mining" is dependent on what you as a player want. HMI is very Vanilla-adjacent. New interesting faction, and stuff to explore. 7. High Tech Expansion 1. High Tech is always good- IF you have high tech weapons blueprints, otherwise it'll load out with mining blasters and mining lasers, making in hilariously bad. , 0. 1. Stealing an existing one from a faction in a raid. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. HMI does add ships and stuff that make mining easier. 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. I went and checked the size 3 colonies, and. , 0. . However, sensing the "evils" of both groups. Thats perfect. r/starsector. He is now home with his family (Shore Beam Rolled) 100 yr old building. So technically even sparse ruins are worthwhile. High Tech Expansion: adds more HT ship hulls. meanwhile, let colony grow, give as much incentives as possible . Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Its default name is "TTS Xenorphica". (EDIT, Thanks to u/pedro1_1 ). Wall collapse that had buried a co worker under 4 foot of brick. 319 votes, 31 comments. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. Pather cells are also generated on player and NPC colonies, supported by hidden bases in uninhabited systems. "boggledAstropolisSpriteToUse":0, # Setting this to false will disable mining station construction "boggledMiningStationEnabled":true, # Set the maximum number of mining. (EDIT, Thanks to u/pedro1_1 ). The compromised storage idea is interesting and may be the best solution. On colonies, I'll spam for accessibility and multi-product exports (like mining, manufacturing, or light industry in free ports) For colony's, improving the commerce industry gives a nice income bonus. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late. speedup- gives a battle speed up good when is just clean up in battles or easy win. If you store other stuff there you might not notice, as the usual loot are weapons, supplies, fuel etc. 95. Advertisement. Apex is basically premium lowtech, with shields that transfer some of the damage they take to armor instead and shipsystems that remotely repair armor in combat. * Footnote: Why you'd install even a beta core in tech mining I really don't. 2D RPG/Trade/Fleet Combat Game. Looking for ship blueprints is generally a huge pain. And a good amount of atrocities. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. The Onslaught is a large low-tech battleship with strong armor and great frontal firepower. . Premium Powerups . 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. Elevate your Starsector gameplay with the Whisper's Techmining Alteration Mod, the choice for serious players seeking advanced features and customization options. Every encounter with a Remnant high danger class fleet (with their Radiants and all) is then around 400-600 resources letting you stay as long as you want. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. Hazard Mining Incorporated: it's very well done and adds a ton of new content that doesn't break anything. But to turn it into structure just go to D:\Starsector\starsector-core\data\campaign and open industries with WordPad and find techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial" and. r/starsector. You'll need to either raid Culann repeatedly to get the blueprints, or take a Tri-Tachyon commission. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. # 3 - All high tech sprites. Go to starsector r/starsector. Tech-mining is an industry you keep for a year at most at a colony as it will start giving worse and worse loot over time. lol, i just found my industrial powerhouse planet, instant colony. Elevate your Starsector gameplay with the [0. In general, some of the "expansion" mods are great. An outpost option is added in addition to "colonize" option for planets with ruins. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. I am too looking for files which I. • 2 days ago. The pirate version prior to 0. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet. derp)CoatlChicomoztocDuza. They can provide an often surprising survivability boost to their carrier or assignment, not due to their somewhat underwhelming 4 mining lasers but rather their quite sturdy construction, forward positioned box formation and propensity for. 2. 40K subscribers in the starsector community. Construct Mining Station "Construct a mining station in an asteroid belt or asteroid field. ) (One of the custom starts you can get for Nexerellin involves you having a personal quest for revenge on the head of the Sindrian Diktat. 1f) Feedback: Hey I started my current nexerelin play-through with an HMI commission with the intent of being an outer-rim miner starting out to get my initial funds. 96a] Unusually Gullible Hullmods. 95. Reply reply GreenGhost95 • AFAIK Moloch is basically Satan in the Luddic religion, so servants of Moloch are those that oppose the Luddic church. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Apparently DIY is officially. Honestly, the one thing I'd like to see them change is the 3 prerequisite skill points for each category. 3. It also add tech-expeditions, which can be both good and bad. 2D RPG/Trade/Fleet Combat GameWhy 30 seconds? It only takes 8 to fully reload the blasters (12 with Expanded Mags). Generally speaking:Changing Nexus brings in Takeshido and Epta technologies. For example my usual exploration fleet consists of falcons, hammerheads and drovers escorting 4 or more buffalos, 2 or more phaetons, 2 salvage rig or 4 shepards. Hazard Mining is one that everyone else has mentioned, and for good reason. This will make the ruin refresh when techmining reaches a certain threshold and you can get infinite special items from them. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. 9. •. - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. 95. That you could unlock special blueprints, hullmods or industries that you couldn't find any other way. " Construct a mining station within an asteroid belt or an asteroid field. 25 multiplier when being improved. Larger colony size means more mining production. Tech mining had the issue in the past of having a 0. 2D RPG/Trade/Fleet Combat Game. 1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed. This is a verry interesting mod with lot of added cont. Yunru's Pirates and Pathers. Level 3. I think it's from Roider Union mod, the ability to remove ruins. 10 votes, 10 comments. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Increases Pather. 0. The Shrike is a fast, cheap destroyer. Ed. 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. 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. Step two: Get extremely good ships. As for what Alex had to say about them. I have the. Go to starsector r/starsector • by. 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. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Hazard Mining Incorporated adds a new faction, several new ship categories and. Closer inspection may yield salvage. 7. I recently started a new play through and added the Exotica Tech mod. 4/ has no "dramatically" higher chance of finding things on the first mining. 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. 1a] Better Colonies 1. Morthra. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. « Reply #37 on: February 28, 2022, 01:57:13 PM ». Starsector 0. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Mining operations benefit from noninhabitable world status, as the autononous mantle bore can be used. Carrier doctrine all the way. It's. This mod intends to expand the options for high-tech fleet doctrines. « Reply #37 on: February 28, 2022, 01:57:13 PM ». IMPACT's 100%-owned and operated underground silver mines feed a central. Biofactory Embryos have a base price of 120 000 credits. e. Edit: To be clear, this is a 100% serious response. 95. It's an industry that gives you diminishing returns of items you want, and decent credits-worth of. * Footnote: Why you'd install even a beta core in tech mining I really don't. It can be built at any Colony that has some degree of ruins. So if a colony needs 5 food, that would be provided in faction from your 8 food exporting colony. Do tech-mined blueprints and items get delivered to your rally point colony? « on: November 29, 2018, 08:57:53 PM ». It helps if you know that research stations and redacted stations are the main sources other than ruins. The lore also makes mentions to the empire being shady and involved in "black magic". Think of it as linear warriors and quadratic wizards, where tech mining is the warrior and other industries are wizards. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Good OP, compressed armor effectiveness and lots of guns but have very costly maintenance, large fuel costs and high crew requirements. 3. r/starsector • High tech is like Apple : Complete waste of money. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. Shielded holds if you get caught (you will eventually), good burn level, passable in combat. With starsector, it's humans and things created by humans that bear responsibility for the current state of affairs - no excuses, no scapegoats. 6. 1] Slightly Better Tech-Mining. . Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. I'm using Nex if that changes anything. 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. Run em until you get the text that the ruins have been 'comprehensively combed over' on hover then close them. , 0. , 0. Similar question for light industry and refining and whatnot. I'm off exploring, 10K ore already in my hold from prior finds, when I encounter a mining station carrying 20K ore in it. 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. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. Tech-Mining does not provide any benefits to the colony. The other way to do it is with TASC and craft the special items you need. This effect can be superseded by other mods. TT's answer to the Monitor, but with a lot more bite. Alternative approach if you don't want a colony there is to just bring 1-2 salvage rigs. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. Dyi/terraform taming care of upgrading said planets. However, the upkeep cost is limited to 1…. SufferNot • 2 yr. The usual go-to tip is 14 months or on average 2 cycles, but who has time to keep track of that? Better Colonies has a tracker on tech-mining so whenever you hover over the industry you know to disband them or not. Some of these also affect NPC colonies. Never mind how my guys missed. When I found out about Starsector, truly a hidden gem, I was amazed and fell in love with it. Any ship you stick a mining tool on can mine, and will be at risk of damage. 600. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. WASHINGTON — A startup with plans to mine asteroids for metals says it will launch its first two missions this year, including one that will fly by a near Earth asteroid. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Throughout the first half of the. 2D RPG/Trade/Fleet Combat Game. . Advertisement Coins. Many small ships can fit medium energy weapons. Has 100% hazard by default, and moderate ore resources. Starsector. Do industries like mining, light industry, refining and so on stack? I know that heavy industries increase the production cap but I'm wondering if I need a mining industry on each of these planets. A lot of ship mods are also bundled with faction mods. Exploring for silver, copper, and gold in two of the most prolific mining jurisdictions in the world | Silver Dollar is a mineral. Other industries need higher population counts to be effective. 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. 2D RPG/Trade/Fleet Combat Game. Here are some possibilities: Salvaging derelict domain probes or facilities. Also, there is a certain star system in the north west with a warning beacon (you'll recognize it by the beacon not having any danger rating) in it you'll encounter beefed up Mess swarms and a secret ship if you defeat a certain enemy in the system. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. , 0. I am too looking for files which I. 5f) with. even if you don't intend on going to that location right now. Backwater farm colony is. 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. QuickQuirk • 10. The first month is guaranteed to give special drops, the subsequent months give more monetary value in supplies than any other industry on a size 3 world (except mining 3/4 deposits with a +3 booster). Focus on Uranium, Gold, and Rare Earths in Saskatchewan. Also, new Remnant-like faction. 9 1. People. 96a] Too Much Information by Timid [0. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. Tech-Mining does not provide any benefits to the colony. It used to be called Starfarer. 412 votes, 48 comments. 50K subscribers in the starsector community. close. 0. If the single highest demand for each legal resource is lower than the highest export in-faction, you get a 50% colony upkeep reduction. 4. Tech mining is 1 or 2. It does this: At the end of each month it sects your credits to 0 and any monthly work like tech mining or custom orders gets done a LOT more than 1. Get at least one rig and drone thingy to get some more loot. Low-tech, High-tech, and Midline, all of which cost the same. Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. The ship will then be produced and delivered at the end of the month, stored at the designated planet. 95. So 16 frigates ~ 1. search the big drone motherships and look through abandoned colony stations as well as tech mining. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late. 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. , 0. Aka stuff that's already in a storage. 4476 Posts 61 Topics. With our comprehensive installation and usage guide, you’ll be able to install and use [0. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. Mid Tech is amazing if you have the star fortress upgrade. ago. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. Pirate Mule is probably your best bet for vanilla. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. Ships. 2D RPG/Trade/Fleet Combat Game. Well, in base game the omega are out there. Diplomacy events see faction relationships changing over time. I warn you, though.