Hi all, I've been messing around with save-editing for the last couple days, and so far i've been fairly successful in figuring 90/95% of it out myself. They can influence the output and upkeep cost of industries in various ways. If the original save was in version 0. For comparison that's the population of Brazil at the lower estimate and the population of the China and the USA combined in the higher. Moasseman • 1 yr. Litigation over whether this device is of inherently unsafe design or. json; That string determines how many colonies you can personally command by default, before any effects from Colony Management. r/starsector • 24 days ago. Starsector has a real-time economy and different planets will require more or less of different resources based on the industries they hold. Editing game files might work. Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. Reviewers praised the game on release. g. Though it is in-development, you can purchase Starsector now at a discount to gain access to ongoing builds. Planet B doesn't produce food as it doesn't have farmlands. You don't need a mod, it's a setting in the config file (maxColonySize if I remember correctly) but it's very broken, balance wise, to increase it. Keep in mind Eradicators have burn 9, while Champions are at 8, so that would probably be the deciding factor for me. 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. edit: I added some tag support. 8 warships strapped together was too much, so combat versions will only get 4. r/starsector. That's just my experience and there's not enough information on it. A shame, since they're generally good ideas . 6. Now remember the character's first and last name from step 1. 13. If it was a Nexerelin tooltip, then it's probably pointing to the Prism Freeport. Thanks, you helped me figure out the setmarketowner command. SetMarketOwner command (from Nex) requires specifying the market name/ID first, then the faction. 1 / 3. The whole of the sector could fit on a size 10^8 planet in the lower estimate and a size 10^9 in the upper estimate. Thanks for the answers in advance. 5 light-years per burn level. Step 1. videogame_asset My games. However, i've kind of hit a brick. This is what I prefer myself. 3. 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. 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. Cryoarithmetic engine would be the only one not worth colonizing a specific planet for. Create a star system (or create a planet in existed system) that will be home for your faction. Console Commands is a mod, but I think you might be able to edit population growth in the settings. By default, the 64-bit version of the game allocates 1. If you dont know this already, go through the academy questline so any travels between colonies and core worlds (especially if you take over a pirate colony) is drastically shortened. He means how if you enter a colony that was conquered, say Tri Tach took it. Supercomputer. from the list below): Go to the system view and select a planet. Run directly back to the planet, they'll restore the ships to 70% CR for free. Supercomputer. This bizarre piece of Domain tech massively accelerates radioactive decay, cleaning up an irradiated planet in mere days - or it can be used to remove rare ore deposits from a farming world, allowing the use of soil nanites. I using the 0. Switching to Java 8 seems to solve the issue, Thank you kind sir. When a Sector is created it will extend 4 hyperlane hops from the sector capital. 96a] Experimental Hull Modifications 0. Clear some and try overload they capital. Compatibility improvements I intend to make once other mods update for 0. 2 Combat Activating dev mode Dev mode can be activated by editing settings. 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. focus the little ones or the ones that are getting close to your ships. Under each label a number of elements are possible possible values include "an" RGBA colour array as. Open the file that interests you - let's say we want to spawn IX Aurora. Tried making a kitbash of a frigate freighter, think it looks bad. High HZ slightly reduces population growth and increases maintenance. Oh god, now I’m imagining starsector with multiple speices. json" in Notepad/Wordpad. Edit: The single best thing you can do for defense is an orbital station. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. 2 Onslaughts, 1 Legion, bunch of Eagles. This tutorial explains how to create a market in a new star system on a new planet. Looks fine to me. Starsector is highly customizable even without mods so you can tweak it to your liking. You can do that without mods by going to the settings file (Fractal SoftworksStarsectorstarsector-coredataconfigsettings. As for your Operators, hybrids are useless imo, while. I would just use alpha cores as much as possible. You can also edit the skill points per level and story points per level. Can't even find it. edit: I added some tag support. Edit. member; 2 kudos. csv or through code), and is removed from a ship, then the base hullSpec will be restored. Dev mode can be activated by editing settings. You want a system with all of the base materials, and you'll find a few if you keep looking. ago. Don't think there's a way to increase it in vanilla, other than the one skill. Planet. json. Starsector > General Discussion. json file that you can find in Adjusted Sectordataconfig. Kentington (the mod author) hasn't logged in since the end of 2021 last I checked, so yeah I'd call it abandoned. Makes it a lot easier to keep mods up to date. First ever post here so sorry if there's an etiquette I don't follow. 17 comments. More experience and new update StarSector 0. This is based on the idea that an incomplete and easily bypassable security measure is worst than no security measure at all. You can do it to any planet, it is the humanitarian way of stealing planets in vanilla compared to glassing it from orbit since vanilla doesn't have invasions. This format is designed to facilitate finding specific information quickly when you know what to look for. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. Wondering if there’s an easier way to improve relations other than taking missions. Waste_Drama. Planet. 1. Safe operation requires prodigious quantities of volatiles. Cryoengine for large fleets so they need High Command. edit edit: a size 9 population planet would be more humans than could fit on the Earth thanks to exponential growth, based on my brief calculations. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. I've found Starsector recently, I'm a couple playthrough in. You can remove any condition with the right items. Now here I am many years later it's still decivilized even though it's the gem of the sector. The bulk of a typical quest is contained in two parts; the BarEvent and the BaseIntelPlugin. . Once the player colonies are incurring Hostile Activity from the Luddic Path due to use of technological items, talk to the. type addcondition X to add the ones you want (or removecondition) 5. Sadly we are not getting many mods, even less mod updates. Edit: what you're doing there is changing the memory allocated to the game from 1. so its probably in the core game files in the java files somewhere. 205. 9a. a small guide to Editing items in savegames. It had a big fleet of Hegemony XIV ships, but AI-operated. Senate. 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. Overhauls. Cryosanctum does not provide any benefits to the colony. The Domain-era Cryosleeper is a large derelict vessel found in some star systems; the vessel cannot be moved. (This condition also removes the demand of Organics for Population & Infrastructure) -25% hazard rating. Categories Categories: Add category. Open comment sort options. 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. I know you can edit the population cap and the amount of industry slots unlocked through there. Right now redacted do not attack planet. Population growth bonus equal. Its close and convenient. It works as you'd expect. json) and changing the value of maxColonySize. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. Press Ctrl + F on your keyboard and type in l="last name". Put it in the mods folder and make sure it's tagged in Starsector's launcher. StarSector wapons guide is back. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. json) and changing the value of maxColonySize. The Ludd believer and subsistence farming enjoyer. SomePhishyDude. yes you can edit conditions of planets but afaik not the planet type: 1. Give avoid orders for the Radiant and some of the Briliant, that will help your ships survive more, Fighter Strike the Scintillas, and use. Hi there, I've been playing Starsector for several days on end now, and currently have 5 AI-controlled colonies with defenses more than capable of utterly annihilating every expedition thrown at me thus far. Forward time to see changes. 1. I'm looking for some kind of ultimate, "community approved", most popular mod, for a very long, "final" playthrough. Though it gets memey after a certain point. That's like 80% of what you need for colonies, all on a non-habitable planet. 1. It used to be called Starfarer. The Sacred Volturnian Lobsters possess the most exquisitive and exemplar taste, bred by the most skilled Sindrian Diktat breeders. Recently added 70 View all 2,563. There are also new setting. zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher. Add a Comment. This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. 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. 1a-RC6 save files. Mining always goes with refining, and maybe military base if you really need better patrol. This tutorial explains how to create new star systems with planets to add to your Starsector game. Apparently DIY is officially. From the IntelliJ splash screen, choose "Open" and then select the folder you just extracted, containing the template. I mean let's be honest here. Vayra's Sector has some good portraits! 1. Remnant Nexus and other stations are technically fleets, these require somewhat different and more code to spawn. If you have enough, just slap it on everything. These are meant for broader use within the. A great one is even pretty profitable at or slightly over 200% hazard rating! A habitable world. 95a. 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. Compatible with Nexerelin. Use their production capacities to make supplies, fuel, machinery and ships from raw resources. I can't seem to use the console to remove the planet condition Extreme Heat. 3) Go to independent planets that don't have a patrol and buy as much as you can carry from the black market. 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. That's all. For an idea of what would be profitable, go to a few markets with a lot of industries, click on "view colony" in the upper right of the buy/sell menu, then click on the various items on the list to the right. While the commands themselves aren't case sensitive, arguments are. For comparison that's the population of Brazil at the lower estimate and the population of the China and the USA combined in the higher. Your Starsector Colony will live and die by these few stats. 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. Though it is in-development, you can purchase Starsector now at a discount to gain access to ongoing builds. Update v1. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. videogame_asset My games. Edit Variants: added checkboxes to force maximum combat skill. 1 Answer. You can also edit playerMaxLevel and skillPointsPerLevel. This mod includes 10 additional features and three loose scripts. 96a] Experimental Hull Modifications 0. You will need 5 story points, a lot of fuel and an Alpha core to do so (the core is not consumed in the process). 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. Starsector is a game about exploration and fleet combats, and Nex tries to make a 4X strategy. I thought this was fixed so you can't remove the decivilized modifier. Future plans: – Add terraforming support for Unknown Skies planet types. I had already filled the slots on screen With some mod added structures so it didn't allow any industries to be built. Mining is fairly low on the maintenance costs. well the only potrait pack that looked similiar to the starsector is by looking at Deviantart or commison an artist. edit: DIY Planets mod, not TASC To edit these, the number you need to edit is the "s". I expect putting it at 10 would thoroughly break the economy. The lower the better. 3. Finding a really nice colonizable planet in a good position only to then be stuck with a pretty boring system name is slightly annoying. there should be the new amount of said items in your inventory, once you load. Amount of industry is tied to the population so use "addcondition population 8". You can build another fleet thingy to double up defense, you can. Put it in the mods folder and make sure it's tagged in Starsector's launcher. Yes it's fine as long as you cleared them out and there are no respawn nexuses. 28. what a lovely planet, thank to DIY PLANET and Terraforming and Station Construction mod, now you can get and build your own ridiculously good planet. not sure about the planet killer, but u can use. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. Its even possible for some mods (no idea how) to make it so even if. these blueprints will be added as "learned". Commissioned Crews mod supported. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Navigate to your starsector save folder. edit: DIY Planets mod, not TASC Reply reply. It doesn’t, I believe. But if you want to increase the number of industries per colony you need to edit the settings file. in a savegame with hardly any mods except console commands and a few utilities changing planets like arid to jungle instantly changes the. The whole of the sector could fit on a size 10^8 planet in the lower estimate and a size 10^9 in the upper estimate. Pilotable Starfighter sub-mod (require Arma Armature mod) Star Wars Portraits. 95. Starsector has a real-time economy and different planets will require more or less of different resources based on the industries they hold. The only thing Starsector would benefit from releasing on steam would be even bigger mods. For over 200 cycles, the survivors of the Collapse have been struggling. I haven't done it myself yet, but those files are included in a . Features. Items you can give yourself via the console command mod. open console. 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. Upgraded player. r/starsector • 24 days ago. Epsilon Bentzon Disk. 3) Good planets are going to be kept by you. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. 7x10^7, IE a size 7 planet. After defeating it, I was rewarded by Planet Killer, and by multiple XIV ships i salvaged. This is advice from an older gamer (36). Download Here (v0. This means that you can have ships with up to 6 s-mods. Also there is a mod that adds console to the game. MagicLib is a mod that provides an open-source library that is full of plugins and scripts written by the Starsector community. While the commands themselves aren't case sensitive, arguments are. Heavy Industry has a base upkeep of 6 000 credits, increasing by. 5. ). 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. not a luddite. I forgot what the planet's initial state are, but now they are both Terran Worlds. ChronosCast. Colonies are player-owned settlements on planets within the sector. Starsector 0. captains and officers), and 3,020 names for stellar objects (i. Though it gets memey after a certain point. Really can let you min/max your officers. 95a. Size 2 - between 2 and 5 million. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. The tutorial source code can be found at:Map and System Creation [edit | edit source]. Dev (Developer) Mode is used to enable some options or features that are useful for development or modding. so i add a orbital ring to my planet. Nexerelin reinstates this "feature" I believe. If you hullMod uses 'ehm_externalAccess' tag (added from . . Download (0. You can make a new save, open it with notepad, and copy over the ships from your previous save. 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. Edit: I do have the Grand colonies mod but my industry cap still remains to 4 buildings and idk why. More experience and new update StarSector 0. I am attempting to do this to an colonized planet but. I can't seem to use the console to remove the planet condition Extreme Heat. - Extras: - cryosleeper, coronal hypershunt, two. 205. 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'll only lose 1 rep, if any. Forward time to see changes. The list corresponds to max industries at every colony size (1 for colony size 1-3, 2 for 4, 3 for 5, and 4 for 6-10 is how you should read that line). That's all. - Added unique admin skill for Sindrian Fuel's planet administrators Other Changes: - Fixed bug with Company patrol stop searches - Added more ship variants - Changed Lion Guard's HQ. Starsector has a very robust ship design system that allows you to make very customized ships and fleets. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. Step 2. This is possible if you use the nexelerin mod. 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. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). json file. To edit these, the number you need to edit is the "s". Add a Comment. 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. Cryorevival Facility. Any idea what I should look for? What are you trying to change? Colonized planets have 3 separate entries in the save file. Works best on cold planets. 7 billion total population. The skilled up mod,. "The Scythe of Orion" is a quest introduced in Starsector 0. - Minerva - small frozen planet orbiting Vesta, suitable for industry. Just give the government plenty of supplies and the rebellion will eventually end. Colonies were added in version 0. 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. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. 05. You take the role of a space captain seeking fortune and glory however you choose. « Last Edit: January 12, 2022, 02:50:00 AM by. Re: Starsector 0. The cryosleepers ("Calypso" and. And it is time to make a colony guide. Can confirm: with Nexerelin, I sold some Class V survey data to Tri-Tach (was doing a Tri-tach playthrough, so I was focusing all my trading and jobs with them), and a few months later they would colonize precisely those worlds that I surveyed. Look for settings. You can also get 'em from derelict ships but its a bit more rare. 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. 2K. It's essential for making your save file readable and it's what we'll be using for the guide ahead. Increases the income of all colonies in the system based on how cool the planet is. 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. A shame, since they're generally good ideas . Moasseman • 1 yr. Personal Contacts. Don't think there's a way to increase it in vanilla, other than the one skill. 16 Badges. Starsector. • 1 yr. Copy that -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005. There are also a few traps that catch first timers: - The sun will cook your ships. Is it possible to edit a planet and systems you have in files? I have a planet that, when I found it, had decivilized population modifier. Size 10 planet! :) Slap a gamma core in your "population and infrastructure" to reduce your colony's upkeep via the in-faction imports modifier and also it'll make you money by turning the organs into an export at since your local supply can meet local demand. ) Find the planet that you want to edit. You can't totally control it, but you can choose a general direction it should aim. Cryoarithmetic engine would be the only one not worth colonizing a specific planet for. Edit: I should mention the developers have plans to add more missions and whatever they mean by "revamp" over the next year. I`m playing a new game and got almost 3 million credits from exploration missions. Click on the planet (or sun or astroid) within the system you want to edit. 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. Stay Connected with Werit: > Mods > [0. Hypershunt tap. Navigate to your starsector save folder. « Last Edit: April 20, 2019, 12:18:48 PM by Lucretius » Logged Shield. you will need alot of fuel. edit: Better deserved S-mods. To create the star system you will need to use the star system mod frame mentioned above, it will have a lot of explanations in itself and the video will also explain a lot and in easy to understand form. Editing planet size from save file. On top it dramatically reduce the strength of your ground forces - fragile domes a juicy targets to bombard from orbit after all. This section of the wiki is for creating mods. 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. The product of multiple mentions. 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. Put multi word names in quotes and you can get the spec id from planet_gen_data. This mod adds a developer's console to Starsector that can be summoned with control+backspace. The tutorial source code can be found at:On planet class And on hazard rating. For instance, its "lava" for the type id rather than "volcanic". You can do this via console commands by typing in "list special", this will give you a list of all special items, most which will be blueprint packages.