Increase your budget by producing more. I stole Atlas and Prometheus blueprints from the Church, Phase Frigate blueprints from Tri-tachyon, a nano forge from Hegemony. Their home world is found in deep space and their relations range from inhospitable to hostile for all factions. This way the only method to remove D-mods is the Hull Restoration skill. Evolution add a new industry Salvage Yards making the count to 5. When installed into an appropriate industry, a Corrupted Nanoforge increases that industries' production of all commodities by 1 unit. You need to slot them into a hull forge and just wait, the ship will be deposited into the colony’s ship storage the same as with custom production. New feature: Plausible way of obtaining hullmods - salvage from. With our comprehensive installation and usage guide, you'll be able to install and use [0. 1a] Forge Production v1. They go straight into your storage, so they're basically free (unless you consider the building upkeep). Let´s see witch are the best !Something about Starsector (From official website)Starsector (. c - Campaign content expansion. Sunder has triple medium energy, which affords a lot of damage output via pulse lasers, heavy blasters, or phase lances, but eats a lot of flux. Removed skills changes. Sounds like some sales BS. Gamma makes accurate copies. Mods must be compatible with the current version of Starsector to make it on this list,. 9. There is also no faction files to tell the game what faction knows what specific hull mod, they can only sell what. This wiki, with the blessing of the mod community, has been created to add the content of the modders who want it to do so. Or edit the ship excel table to decrease specific ships' fuel costs. This is a Starsector mod that changes the way built-in hull mods work: - You can no longer build in hull mods using story points. No, I did want to see the pool the AI draws from and the variant editor works for that, but is absolutely awful compared to the old per-ship list that was replaced by autofit. These are meant for broader use within the Starsector. Hardened Subsystems for longer battles. 96a] Industrial. Quote from: Elijah on April 20, 2017, 03:42:10 AM. Build a military, ship hull and a basic assembly on the same planet for a special surprise. As soon as hull is exposed you can often either completely disable ships or burn away an entire flank of armor. You can still do that, range-increasing hullmods like DTU/ITU still benefit caps much greater than smaller ships, and Large weapons tend to have longer range, there's nothing stopping you from throwing Gauss's on a Conquest and kiting at 2. some d-mods are even objectively better end-game I'd argue. (Screenshot is of a Tier 3 station) Two new large weapons, a Heavy Triple Mortar, and a Super-heavy mortar. Means I should avoid looting random caches and shipwrecks (historian planted Legion14 blueprint into a shipwreck after I bought info from. The Grug lifestyle. Requires LazyLib, Console. 95. Thanks for the reports, both of these are now fixed in dev. An insectoid race that uses high tech bio-cybernetics to grow their living ships. 4. 30% extra ordinance points sounds very good, and i would like to have something like that too. I think emergency flux vents would be more balanced if it also had a dissipation penalty for every charge that gets used up, say, -3% flux dissipation, or -4% after the new update, so then once they are all used up even a ship that has good initial flux. - open up the settings. For example, I was running a bunch of d-modded shield shunt conquests early to mid game in a recent playthrough and field repair was basically required for the fleet to take multiple tough engagements in a reasonable timespan. 3 with ease and take your gaming experience to the next level. Also removed the standoff between the hull and flux diamonds. Go to starsector r/starsector. Starsector community and all Star Wars fans. Ship Loadout Guide (1/?) - Hullmods and Flux. Some of the product will be exported for income, and some of it will be. Re: Ship Build Compendium (Vanilla) [0. I thought that the hull forge would give me superior versions of the standard ships, with some kind of hullmods that buffed the vessel in some capacity since the hull forge. 10. Weapon modules no longer generate flux. Maxing flux Vents - This is my strategy 95% of the time. An autoforge inside the ship periodically fully reloads the magazines of all missile weapons. I like to install 2 assault chainguns in the front medium ballistic points and double mashine guns in the small slots. The high flux capacity should be utilized to defend itself as it cannot. 1] Yunru Core +. It is 80dp to field instead of the normal 40dp because its keeping its autoforge and will be WAY stronger in the players hands, also its 1. yeh Starsector vanilla kinda designs missiles to be semi-useless unless super. 96a-RC10] BigBeans Ship Compilation. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. csv. The ability is increased by 10% for every salvage gantry in your fleet and also gets a 10% bump. Ships with officers piloting them or permanent hull mods are always recoverable, yes. c - Colony content expansion. Yep, There is the forge restoring structure, Then the ship deconstructor, Then the ship maker. No longer considers nanoforges in your inventory for bonuses, only salvage gantry hullmod and modded ones as well as all generic civilian ships. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. • 4 yr. Once activated, it refines 185 ore and 1 heavy machinery in you inventory per day and in return gives 1 custom commodity (Platinum) until the inventory is out of source materials. 240 AI ship points means 50% boost up to -50%. This process can be better by carrying civilian ships and ships with salvage gantry. Patch update v0. 1. being that the counter is exploitable — if you purchase s-mod slots on a ship before feeding it to the deconstructor/hull forge, the reconstructed ship keeps the extra s-mods while the internal counter resets (due to the reconstructed ship. Seems you left some of the old ships in? « Last Edit: February 15, 2021, 05:33:32 PM by BigBeans » Logged Caymon Joestar. Their unique engine systems enable them unparalleled speed when weapon systems are not active, and a boost to engine power, fire rate, damage dealt and flux dissipation during high flux situations, at the cost of reduced peak operating time, increased sensor profile, and decreased range and braking ability at high flux. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. III, at less than 1/3rd the cost. As far as ship choice, it sounds like you have something that works for you, at least for now. Ok, you need a seperate structure to make stuff from that, called hull forge. 240 AI ship points means 50% boost up to -50%. - open up the settings. that adds +X% damage to each hull on the list **BUT** gives a Faction wide +x% cost to making hulls. All mods:Ship quality is the max of your biggest and best bonuses. 9 months later, I show people that you don't need to be good at the game to successfully cheese the economy. 1. 1) — gain XP for ships, spend it on S-mods. 96a]Epta Consortium - 2. -The AI, if not Reckless or Aggressive, will almost never but itself in harms way if it can be avoided. 93. Elevate your Starsector gameplay with the [0. I. Much has happened, and much is yet to become reality. Uploaded: 23 Feb 2019 . 0 Mod, the choice for serious players seeking advanced features and customization options. Thorrbane • 1 mo. Designed with simplicity in mind to highlight and. It can be installed into the Heavy Industry and Orbital Works industries. Does not restock ballistic weapon ammo. Added - Variation on the Industrial Ruins - Old Infrastructure Spawns on planets that have ruins Can be restored into a random structure/industry at half cost/time of the usual build cost Yes, this was Techpriests idea Adjusted - Hull Deconstructor no longer takes an industry slot Adjusted - Forge now less likely to build in IPDAI Fixed. 183 that might be it. skin] 165709 [Thread-7] INFO com. 3. And becouse of AI usage of weapon range as guide for enemy range positioning. 1-1. 96a] Foxy's Quality of Life Cosmetic Tweaks by Foxy [0. Pristine Nanoforges have a base price of 200 000 credits. When installed into an appropriate industry, a Pristine Nanoforge increases the industries' production of all commodities by 3 units. Ballistics are typically lower flux cost, and it has a very nice small turret layout for PD and/or railguns. With EMR, autoforge and some captain skills you can repeat this trick several times if you pilot the ship well. The blank ones are used for a building called "hull deconstructor", you put a ship in and the building tears it apart and saves the design in the blank templates. If you want a planet just for the ruins, you can settle a colony, check what the Old Industrial Ruins were, then Abandon the colony if it's not what you want (or if you want to cheese. The ship hull variant isnt found, but i've redownloaded the mod several times in attempts to see if something just didn't download. 96a] Forge Production by Ontheheavens [0. Pro-Tip: you'll want AI cores to use the things. The Special contact you get at the Prism Freeport with Nexerelin is great. if the officer is assigned to another ship with the wingcom. Evolution 3. - Made the Lithovore's Radar move. 9% escalator sounds like a typical PPA and those have nothing to do with any government program. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 4. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. . An insectoid race that uses high tech bio-cybernetics to grow their living ships. The Armament Support System consumes AI cores and the other one is called Special. Every mod will need a Mod_Info. 95. But also, 20% dmg reduction to energy weapons is a massive steal considering its dp cost. Reply. Credits. Step by step on: How to use the Hull Deconstructor. Also, you can't reverse engineer copied ships in the engineering hub, sadly. Specifically I want to add the deflector shields hullmod from the Star Wars mod that I have onto a another faction’s ship. So about reverse engineering, it's work now for SwP, HMI, Brighton, and ScalarTech, but still nihil for Tahlan Shipworks, oh well, doesn't really matter, i can just use console command for that. 5mil to build. Repairing hull during combat is nice and all, but if you are in hull on most ships, you are probably already in a bad spot. Modded missles that are either: infinite but more useful, or: limited but with clear, easily accessible strong points feel much better. 1 with ease and take your gaming experience to the next level. It stood out to me in particular since I had almost a full fleet, all *heavily* d-modded and I was getting like 10-15 d-mod removals in a month. csv. A couple of these are the Hull Forge and Hull Deconstructor, the former of which uses Forge Templates and the latter can make them, with proper dues paid anyhow. 1a] Forge Production v1. Second, Forge Templates are their own drop group and do not affect "loot spawning", as they do not influence the drop chances of blueprints in the slightest. v0. Change the 0 to 6 and it should be addable to every carrier. ago. ShipHullSpecLoader - Loading hull skin [C:Program Files (x86)Fractal SoftworksStarsectorstarsector-coredatahullsskinsrawler_tritachyon. Honorable mentions are Gunnery Control AI (from Tahlan I think), and Titanic Turboconductors/Quickload Missile Racks from Unusually Gullible Hullmods. With our comprehensive installation and usage guide, you'll be able to install and use [0. getHullSpec (). Azrael9986 • 4 yr. Close quarters hammerhead: The tutorial hammerhead is a very good destroyer. clumsyninja240 • 2 mo. Production report now shows upon ability deactivation if something was actually produced but notification interval did not elapse yet. 4 RC3) and Nexelerin (0. starfarer. The nice part about missiles, not Torpedos, is that they can travel trough your ships and hit the enemy. - look for "maxLogisticsHullmods":2, - change to whatever value you want. Alliances offer mutual assistance in times of war. The lab allows you to take the special corrupted blueprints and restore them to blank ones, you can then take them the deconstructer put them in and give up a ship you want the blueprints for. 1a-RC6] (31. Experimental Hull Modifications by lyravega [0. You should find a pristine nano forge pretty quick. 96a: - Support for Unknown Skies planet type change projects. 1 - should be save-compatible with 1. I like to install 2 assault chainguns in the front medium ballistic points and double mashine guns in the small slots. I also noticed various missing ship hulls in the starsector. PD layout isn't as good from what I recall. If you forbid the buying of new weapons, and hull mod randomization, it will stick much closer to the original refit. If you don't capture the ships at the end of the fight, they will automatically get salvaged and you can loot the remains. You’ll need to know the name of the ship you are trying to edit, then find the column you want to changeThe goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. 96a] Fleet Size By DP by Chozo [0. Repairing a ship with 1 d-mod costs 1. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as. The large ripple uses a lot of video memory. Sure there's a slight CR boost but other skills will make you far stronger. You can find the menu you are looking for when you go into any colony. 95. Starsector > Mods [0. Tier list for Hull Mods in 0. 3. g. I have been informed, that the what I am looking for is a hull forge, which is suppoosed to be able to build ships out of these Forge Templates. 9. Thought that this was supposed to be a rift generator. Various Effect Supports. To install, simply download the . Thanks to Originem for the original mod Extra System and permission to continue his work! Refactored and updated to 0. Forge connections, unravel mysteries, and make fateful decisions that shape your destiny as you traverse through the station's perilous environments. Now what you need to do is put a forge template inside a Hull forge. Ships. 8. GranAegis. It also sync very well with repair, logistic and endurance skill. With. -Only 1 built in hull-mod, regardless of skills. Heavy industries produces $25k of personal budget per unit of production. Uniquifying the Factions, Part 2. Since Hull Restoration is a finisher for Industry tree it's easy to rationalize why no one else can seemingly do it (hell, Navigation gives you Transverse Jump. Light cruiser: basically the child of a destroyer and a cruiser. They work perfectly fine. Crew training grants 15% unless you start spamming capitals, 50%. • 15 days ago. Right click is set to Eliminate. But I came to the conclusion that I wasted way too much time babysitting them and making sure they won't get F by some expedition/inspection, instead of exploring and raiding filthy pirate scum. e - Campaign content expansion. With our comprehensive installation and usage guide, you'll be able to install and use [0. A mod that makes your ships harder-better-faster-stronger. If you prefer small ships, then build your perks accordingly. scripts. I wish they were more balanced in some other way instead but the easy go to seems to be just make it cost a lot to maintain and keep it OP. 4% completed, the first "ship" appears. (5,7) 15 damage, 85% reduction. - Lynx hull increased to 4500 from 4000, armor increased to 650 from 600. (I think anyways). Hull Forge - yes, I understand the mechanics. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . Be careful when boarding ships. Evolution 3. several that attempt to blend in with Starsector's base content while still throwing some unique ideas into the mix. 96a] Forge Production v1. Some hullmods are built into ship hulls and cannot be removed. 1a] Industrial. Channerchan • 1 yr. Starsector > Mods > [0. 95a] AI-Retrofits with ease and take your gaming experience to the next level. If you hover your mouse over the industrial ruins modifier , you will get a cryptic message about the nature of the ruin in particular. Overhauls. 8 save, remove the hull mod, save, exit and update to prevent a conflict. Will be interested to hear more. The super ships you can make with the hull forge triangle. Try focusing on one faction at a time. 1a] More HullMods 1. In that line, replace com. 54 hull damage with 83 lasting armor 46% reduction. Hull Deconstructor - Deconstructs a hull so it can be imported into a template blueprint Hull Constructor - Uses those template to make a ship Reply reply The Pristine Nanoforge is a special item. Elevate your Starsector gameplay with the [0. 95. With ion pulser it'll take an hour to destroy even enforcer. Some of the product will be exported for income, and some of it will be. 0. 2. Hoboman2000 • 1 yr. 96a] Industrial. ago. BackgroundHere • 2 mo. . Revenant's SWP, no requirement changes) to the Lithovore, allowing its ships to visually thrust along with the main body. Elevate your Starsector gameplay with the [0. Hull Modifications: • Experimental Hull Modifications: Provides a base to all other hull modifications in this mod. Starsector has a variety of playstyles that suit different people in different ways and Starsector's skill tree affects those styles greatly. « Reply #10 on: August 01, 2020, 06:31:12 PM ». Reverted ship changes. - Slightly changed the behaviors of name Antimatter Centrifuge, Shipborne Smelter and. 1. 96a] Industrial. 165704 [Thread-4] INFO com. The hull mod I most frequently build in is the drive field one because it takes so much OP. To be fair, that’s all that needed to be there, since it was not something the player could interact with in more detail. -----Solar shielding saves you lowered combat readiness when you are fighting in nebula storms or solar flares. One of these industries will be the Hull Forge, which is what you want, but the others are fun to explore too. 95. 3. json that could be the source of the issue. Fixed – Hull Forge crash when printing a ship (Mod Incompatibility with GundamGC…) Fixed – Rift Generator can no longer spawn on planets with minefields (new game) Detachments; Fixed – Ability now gets added to your hotbar after the tutorial ends; Fixed – Now properly transfers weapons and fighters on creation Hyperion Systems was founded on Mars at the later stages of the Sol System being fully colonized, recruited and commissioned by Earth's Space Expeditionary Force to build new and high-tech equipment, systems, and later ships and weapons for the rapid expansion of the Human race in the universe. Anyway, have fun. How starships get produced has been heavily abstracted so far – there’s a colony, and it spawns fleets made up of faction-appropriate ships, and that’s about all there was to it. So basically I’ve been wondering if there’s some way for me to add built in hull mods from one ship to another ship. - Not applicable to ArmaA's strikecrafts. A 25% penalty to upkeep for everything is painful. -Engage, Harass, Eliminate are all different things. 2%. [0. 96a] Progressive S-Mods (0. Those are VPC chips from Industrial Evolution mod, you install them like a colony item into the modded building called the Variable Manufacturer or something and it produces the commodity pictured on the chip (marines, luxury goods, fuel and supplies, etc). loading. I use 20 for no specific reason. fs. Also don't forget to use gates a lot. Augmented field drive increases speed in those ships that bottleneck your burn level. Hmm, this is not the first time that we have bugs involving the hull forge, well, another one to the list, for now Idk what is going on, but I'll try to find solutions, thank. yeah I honestly can't go back to pristine ships after industry skills. fs. Nes's SAW Ships: Nes's SAW Weapons: Spoiler. E. Does the hull forge also come from upgrading the ancient industry building? So far I've only found the experimental nanoforges on labs and such that allow you to print a ship from the forge template. The button is basically saying that your colony is the same as pirate base. Provides four out of campaign missions (accessible in the title screen): one that contains a sorted list of all the ships in vanilla. - Place Ships into Storage (Progress towards 100% depends on Hull size and D-mods, press F1 on the storage tooltip) - Install a blueprint to overwrite (can be done even before the research is finished, it'll also auto-use any appropriate sized blueprint in the Industrial Storage for extra convenience) 2. - Additional armor and hull and flux dissipation for Persean League (midline) basic station. Its freakin wonderful. Blueprints, Doctrine, and Production. The theme has a early 1900s German aesthetic. 95a] AI-Retrofits Mod, the choice for serious players seeking advanced features and customization options. Edit- almost forgot that putting a Alpha core on the. Posted April 30, 2022 by Alex in Development. Does the hull forge also come from upgrading the ancient industry building? So far I've only found the experimental nanoforges on labs and such that allow you to print a ship from the forge template. 16. Just a note that any research station u can find has a chance to let u use a forge template, its a bit annoying to remember where. 12. The base flux dissipation rate is reduced by 5%, and the repair rate for disabled weapons and engines is reduced by 25%. Lol safety overrides on everything and a flat +2 to burn, I guess that’s one way to go. The main problem is the ion pulser. The theme has a early 1900s German aesthetic. Its high range – the standard 1000 units for beam weapons – makes it especially effective at that job, as does its burst nature – enemy fighters usually. Easiest is to copy the mule ship file from the hulls folder in a new mod directory and then mess with it using the editor. Evolution 3. Changes. It was built to utilize the Diktat's unique energy weapons, and features several questionable tuneups. It was then at commented and. Starsector > Mods > [0. 95. ago • Edited 1 yr. 0. r/starsector • Follow-up of the Work-In-Progress UAF cosplay teaser, here is the first 3 photos from Saturday, I post the photos. They grant bonuses such as increased range and armor. if the officer is assigned to another ship with the wingcom. Also removed the standoff between the hull and flux diamonds. The color of the hull is represented by the floor since the "ship roof" is uniformly orange and grey. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . Revenant's SWP, no requirement changes) to the Lithovore, allowing its ships to visually thrust along with the main body. "It appears to be a nano-forge but at massive scale" is the Constructor. More planets, higher population, the +3 bonus of nanoforge, the +1 bonus of administrator, +1 from REDACTED. These are meant for broader use within the. • 1 yr. 1. More planets, higher population, the +3 bonus of nanoforge, the +1 bonus of administrator, +1 from REDACTED. How to get blueprints by raidingAdding Built-in hull mods to different ships. ago. NEWSPAPER ARCHIVES: Vancouver Daily Province Archives 1894 - 2021. Appropriate industries are Heavy Industry or Orbital Works. Re: [0. The Starsector Modded playthrough has been turned on its head because we got dumped by the Volkov Industrialist Conglomerate. 1a] Forge Production v1. one that contains a sorted list of all the ships added by mods filtered on a per-mod basis. Some of my 0. 8a. Im confused! Hull Modifications: • Experimental Hull Modifications: Provides a base to all other hull modifications in this mod. 9 -> ~0. 95. ago. -changed C-nanoforge power from 0. Use their production capacities to make supplies, fuel, machinery and ships from raw resources. View Mobile Sitei recently filled my game with mods, but when i go to load it, it says "ship hull variant [kite_stock] not found" i went into the log, and it read "ERROR com. Only up to date for version 0. If it has an alpha core installed itll add one builtin logistics mod, in addition to the 2 random smods itll build in for a total of 3 extra with alpha core. I hear proponents of that a lot and I don't think it's at all true. Good, but too high flux cost. Pro-Tip: you'll want AI cores to use the things. Your deployment points you get for a fight are a part of what your fleet in total has (scaling logarithmically I think, so at the beginning its almost your whole fleet). 0. and you could get a 3 days production report right after activating an ability. In addition to the size classes, there's also tech classes. All. Nexelerin seems to be overriding Mayasura's relations with all vanilla factions, setting them all to neutral. I normally build is Safety Overrides, Heavy Armour and Augmented Drive Field as they are the most expensive. Not saying it doesn't have a use, just that it feels like an early story. They also like to include some of the best new features inside those giant mods. 1. Get 2 or 3, supporting ships so that there won't be any flux removed from the enemies for the 2 and you can punch trough any shield with kinetic bomber wings and destroy any armor and hull with your reapers or whatever you want to use. Missile Autoforge (hullmod) Edit. 96a] Industrial. • Logistics Overhaul: Strips the ship of all combat capabilities in favour of logistics. I influence the economy by disabling as many star ports as possible and then selling the colonies basic goods at extortionate prices. I liked armor tanking in 0. Summary: Acquire production hullmods from derelict mothership. Hull restoration also has some pretty insane synergy with the "Field Repairs" skill prior to. Yep, There is the forge restoring structure, Then the ship deconstructor, Then the ship maker. - Made the Lithovore's Radar move. Damn you posted this just after I went to bed, so could approve. Very important. You definitely need some more cruisers and maybe a capital ship or 3 in your fleet, asap. Starsector > Mods > [0. Sorry this took so long, uni this year killed and. - look for "maxLogisticsHullmods":2, - change to whatever value you want. You can find a research station if you have the HMI mod that will let you use the template to get the ship. 96a] Industrial. ago. Hammerhead is, IMO, defensively superior. You get more worth from the supplies and materials if you just salvage the ships you don't want instead of capturing them and selling them on a market. 12. 1. EDIT: New update CTDs on Launch. 4X game features in Starsector. 48856 Posts 3448 Topics Last post by LngA7Gw in Re: [0. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. v0. There's also Gacha S-mods, which blocks regular S-modding by default. Starsector > Mods > [0. fs.