Starsector tech mining. Perhaps it's a balance reason, but shaving. Starsector tech mining

 
 Perhaps it's a balance reason, but shavingStarsector tech mining  If you can’t even reach my fleet to ejaculate your faith then beat it mate

My first and oldest mod. The market will sell commodities the colony produces or demands, as well as ships and weapons the player has blueprint of, if they have a Heavy Industry. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. chevron_right. 4476 Posts 61 Topics. Their wanzers range from light fighter-infantry to frigate-equivalent monsters. Teck was originally formed in 1913 as Teck-Hughes Gold Mines Ltd. e. Plus the usual, probes, ships, research bases, mining bases and orbital habs. I'm using Nex if that changes anything. * Footnote: Why you'd install even a beta core in tech mining I really don't. Exotica Technologies v1. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. This game has been in development for something like 9 years, which you would think was in some kind of development hell. 1g) Ed. 96a] Unusually Gullible Hullmods. Terraforming mods, I don't recall. Xhan empire has some very eldritch secret content. Jk, doesn't exist. Increased monthly drops for smaller ruin sizes 0. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. That movie was the shit. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Karl-Draigo Upstart Military Dictator • 4 yr. I recently started a new play through and added the Exotica Tech mod. Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. it was slow but safe. I went and checked the size 3 colonies, and. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. 77 votes, 22 comments. Go to starsector r/starsector • Posted by. The only thing Starsector would benefit from releasing on steam would be even bigger modsToday in starsector I play as a scavenger who is only allowed to recover ships. 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,. 95. Midline is kinda wonky. Human beings can survive unprotected exposure to the surface conditions of (market). Alliances offer mutual assistance in times of war. To stop getting attacked by other factions, you need to destroy your production facilities like fuel production, mining, refining, light and heavy industry. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet. It used to be called Starfarer. megaboto •. It's actually game breaking. Added to the game Only up to date for version. Starsector > General Discussion >. As for new extra content mods, Apex Design Collective and Kyeltsiv Technocracy are both great up-and-comer mods. ago. JDCollie • 1 yr. Updated the hulls frequencies to make some of the ships less uncommon. Usually the whole reason I pick a system with 6+ planet with at least 2 ruins is that I can have more tech mining+AI farm to speed up everything. Nothing too outlandish and fits with the base game well. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. So probably not worth it if you have access to most and can farm AI cores but can be useful in the mid game I guess. 3. Exotica Technologies Mod Question. 1 a -RC6. Usually after the final set of patch notes come. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. After defeating it, the ship can be recovered in a somewhat weaker form for player use. ago. 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. There's officially no reason to keep Tech mining anymore. Habitable worlds and worlds with organics and/or farmland are much rarer than ones with minerals or volatiles. The Mess is from the Hazard Mining Incorporated mod. 95. Premium Powerups Explore Gaming. By default, they occupy an ideal star system located near the Core Worlds, with the best planetary conditions and industries for maximum commodity production and defenses. , 0. Id rather wait fir it to show up on the job postings, no need to search every solar system. The bigger the ruins, the more you get. Really speaks to me. 4) Note: you do not need an account to download from dropbox. Morthra. Looking for ship blueprints is generally a huge pain. 91 for a while. 95. 1a-RC6 is sad – totally not worth the effort for something that: 1/ takes a full colony industry slot 2/ costs upkeep credits 3/ provides *no* benefit to the colony 4/ has no “dramatically” higher chance of finding things on the first mining It actually locks it to 99%, just enough to not trigger first time bonuses. It is commonly fielded by the Hegemony. Even if it takes 20months that still works out to $22,500 per month. yes mjlornirs are Flux hungry and not very fit for low tech ship but consider majority of legion role was for supporting purpose having fast turn rate and good accuracy weapons was a better trade rather that having good flux and bad turn rate weapons who eventually make the ship it self moving for chasing a running opponent for entirely game. Question though : is it intentional for me to find really powerful stuff very frequently ? Elevate your Starsector gameplay with the [0. Acquiring special items can be difficult as they are somewhat to very rare. Hazard Mining is one that everyone else has mentioned, and for good reason. If you check the current Luddic Path cells you can see their "Pather Interest. All of the current special items have uses in modifying certain industries. 51K subscribers in the starsector community. This offensive array is backed by a robust energy grid capable of supercharging the energy weapon loadout, increasing damage output to devastating. ) Alternatively you can got the opposite direction and bring a special task force with you. 91]Tech-Mining, not yielding anything I'm a relatively new player and have been playing on . It is highly likely you will get something of value in the ~10 months that it is operated. 5f) Mod, the choice for serious players seeking advanced features and customization options. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. [deleted] • 2 yr. While Tech Mining is flat. I'll second that DIY and Better Tech-Mining are good mods. 40K subscribers in the starsector community. Yunru's Pirates and Pathers. High. starship legends- give ships and crew some personality. prettyboiclique • 4 mo. 40K subscribers in the starsector community. 4k) Also of ship are broken into fighters, and you can't order them, you can also use EndCombat command, there is two commands, Nuke destroys all enemies, but it won't end combat since its your ship preventing from ending, and EndCombat just ends it without killing all. Aside from the normal faction fleets, Luddic Path raider fleets. By becoming a member, you'll instantly unlock access to 2 exclusive posts. Get a few dedicated cargo, fuel, and personell ships. Low tech and High tech stations are virtually the same. Has versions for 0. 96a] Special Hullmod Upgrades by Mayu [0. When you've added the ones you want, enable them from the little "mods" link at the bottom of the launcher. Infinite tech mining. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. Go search Blue Super Giant stars, pretty sure you need to mess with a Coronal Shunt next. 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. ticktockbent •. 6. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. They can influence the output and upkeep cost of industries in various ways. Starsector > Suggestions > Improved Tech-Mining / Production Report. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for. : high flux, low hull, engines disabled etc. , 0. AstroForge announced. 2D RPG/Trade/Fleet Combat Game. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3 Recreational drugs equal to colony size Deposits may be ore, rare (transplutonic) ore, organics or volatiles Tech-Mining: 150000¢ 45 days (Ruin size) * 500¢ These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. 96a] Nes’s SAW 1. This effect can be superseded by other mods. , 0. Oh_Henry1. Elevate your Starsector gameplay with the [0. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button. ago. 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. 95 threats do not appear till the colony reaches size 4. . Yunru's Pirates and Pathers. 1] Slightly Better Tech-Mining. Some of these are the time between the first patch notes and release; the big updates usually have multiple stages. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. A midline faction with a focus on smashing apart capitals via speed, alpha strikes and a lot of heavy, inaccurate ballistics. 25a (mag_protect). Battered and bruised miners are less useful. Socials. So technically even sparse ruins are worthwhile. 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. Heavy Industry and Fuel Production pretty much need their own dedicated planets. Lion's Guard HQ is a structure. Question about that Tech Mining. It is a religious terrorist organization made up of radical adherents of the Luddic faith. Otherwise it sucks. You have to raid it over and over to get what you want. Honestly, the one thing I'd like to see them change is the 3 prerequisite skill points for each category. yep, and make notes. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. , 0. I wonder how you'll balance Starsector-tech in this fic because some of it is hilariously bullshit at times like dimensional-shifting,. Other industries need higher population counts to be effective. 4. Notably, if Free Port is enabled at the colony, this includes Recreational Drugs. Ed. 1a Modded] - KADUR SWARM I. 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,. Kadur remmnat, Secrets of the Frontier, Heavy Mining Industries, Brighton federation, Star Federation, and tahlan shipworks. 2. 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. *sponsored by long range ballistic weaponry gun walls. Reply . It could be that all planets are sending the results to one planet. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. you how much finished building if you have any orders from your heavy industry facilities as well as your loot from tech mining. . DD+ Drones Added new fuel ship, added three tiers of a Domain Station which are buildable at colonies. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. High tech battlecruiser that goes really fast, it makes for a cool player ship. Mid Tech is amazing if you have the star fortress upgrade. Dumb question. 95, and 0. 1a] Slightly Better Tech-Mining by Yunru [0. And the planet name is bob. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. 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. I loved the whole idea of fighting for market share in the vanilla game, and wished for more factions to have conflicts with, and more resources that you can produce and have in the economy. Perhaps it's a balance reason, but shaving. . ago. A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. ) Commence on steroid (implied) Decrease planet hazard by 50% (require habitaitable and mild condition. 4. and another 35K in the mining station's debris field. 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. 1a] Junk Yard Dogs – V 2. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Slightly Better Tech-Mining 0. The way the economy "units" work is a bit counter-intuitive. PCRG is a tool th a t St a rsector pl a yers c a n use to find good pl a nets to colonize. Tech mining had the issue in the past of having a 0. 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. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. Wall collapse that had buried a co worker under 4 foot of brick. And a good amount of atrocities. This will make the ruin refresh when techmining reaches a certain threshold and you can get infinite special items from them. Look for all kinds of derelict Domain probes, mining stations, research stations, and orbital habitatis. Tech-mining colony size? « on: May 30, 2023, 12:38:07 PM » Wiki has this line: "Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Yeah but they can get dog piled and flux locked with a sufficiently strong fleet. And by storage I mean clicking on the storage button when looking at your colony, which is separate to the first thing you see: your colonies resource stockpileUnderworld adds some new content for pirates and more ships. The Ziggurat is a unique phase capital ship encountered at the Alpha Site as part of the Project Ziggurat quest, where it is an extremely dangerous enemy. Vast ruins are 8, and drops by 2 for every level under, if I recall. And the planet name is bob. 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. I wouldn't have made it in time and this colony would have died off very early. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. Hazard Mining Incorporation. ago. Discuss modding Starsector here. Well, you should never stop during your. prettyboiclique • 4 mo. 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. 95. It's usually your first colony unless something happened to it. . If you are almost to a destination and you get ambushed you can use the story point to skip the battle and get to the intended battle instead. Features. If Tech Mining is not possible, then both refining and Fuel Production. This is a verry interesting mod with lot of added cont. Heavy Industry is an industry. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. Orbital stations are equipped automatically. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. Read my forum guide on Tempests and Omens as well![0. 1. Continue Reading [Starsector Mods][0. Use any extra deployment points to deploy long ranged ships to support your station, hit autopilot and go make a sandwich or something. blessings be mf. Fourth slot is High Command. I recommend using a mod manager like SMOL or MOSS. Finally, you can build a colony on a planet with ruins and set up tech-mining. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. It includes over a dozen new hulls, over a dozen new weapons, under a dozen new fighters, and about a dozen reskins, including a new Domain Battlegroup. HMI does add ships and stuff that make mining easier. 6 units of supplies. 9ggggggg Mod, the choice for serious players seeking advanced features and…. . ago. Tech-Mining. chevron_left. . No need to think long-term with these. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. Starsector 0. Read through those main mission descriptions carefully! This is also save-game compatible (but I cannot guarantee anything if you remove it mid-save). Searchlight Resources Inc. I'd just choose whichever one you like. " Powered by SMF 2. 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. Advertisement Coins. 1 1. 0. 95. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. In Starsector 0. 0 – Respawn Fleets Scale with Ships Lost [Starsector Mods][0. A selection of low tech ships, [insert more description when not shattered]. At first i entered a separate new savegame, went to an edge of the system where there were a lot of planets, used cheats to spawn in vast ruins, colonized them and story pointed/alpha cored all the tech mining industries (i have slightly better techmining installed), and for like 12 months it didn't drop ANY superweapon. Mining stations might need to fabricate new mining equipment and maybe even mining vessels from the resources they have. Given how many players seem to happily satbomb millions, we've no place to judge though. With our comprehensive installation and usage guide, you’ll be able to install and use [0. Civilian ships are usually awful for stealth. Trace Organics: Nomios is nearly barren of organics reserves,. Center of the Arcadia System Planetary Conditions Population: Thousands of people call Nomios home. 2D RPG/Trade/Fleet Combat Game. It used to be called Starfarer. I've grown fond of this combat ring/star type of abomination. 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. Nexerelin adds mining by default. Absolutely recommend. The Mudskipper Mk. But at least they responded to distress calls. The 6U CubeSat, which is being provided by space tech company OrbAstro, will be pre-loaded with “asteroid. 95. " ~ Folly of Greed, Jebidiah Exalted. The Onslaught is a large low-tech battleship with strong armor and great frontal firepower. 1a] Hazard Mining Incorporated (Sick of Waiting Ed. With. ** 1% of people doing the tech-mining (so 10k people). Would be a big incentive to build them if that were so. r/starsector • tech mining with alpha core. yabbadabbadoo1. 5t4t35 • 1 yr. Infinite tech mining. It's. Edit: To be clear, this is a 100% serious response. Colony Management 3: Having the flexibility to colonise systems with multiple planets, and still being able to create tech mining outposts is a big enough draw for me. It used to be called Starfarer. Just stay below 7. Reply reply GreenGhost95 • AFAIK Moloch is basically Satan in the Luddic religion, so servants of Moloch are those that oppose the Luddic church. Better Tech-Mining makes tech. Just wait for 2 or 3 probe or derelict ship missions in the same general area. Mining Drones: increase their radius to 1500, long enough to do something useful as support, give them a second Mining Laser, so that they're semi-effective combatants, give them a bit more armor so that they're more effective as meatshields, and decrease the rebuild time, so they don't feel like a one-shot. 25 multiplier when being improved. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. ticktockbent • 1 yr. The other way to do it is with TASC and craft the special items you need. The Luddic Path is a faction in the Sector. Adds a variety of ships to the pirate's loadout for two reasons: To make the pirates more of a threat and less of a nuisance, by giving them effective ships. The chart details rewards in relation to each of the four types ruins. 95. The ship will then be produced and delivered at the end of the month, stored at the designated planet. I'll second that DIY and Better Tech-Mining are good mods. Updated support for Version Checker. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. Autosave: reminds you to save! uses a very unobtrusive yellow text in the notifications area. So there is bug with mod "Beyond the sector". . Hay Guys, since today i use the "Slightly better Tech Mining Mod" (yes, i have other mods active) and i thing there is a Problem. Its shipsystem increases damage done by fighters of all types. 95. The Dominator-class Heavy Cruiser is a low tech design focused on bearing overwhelming firepower and surperior armor. 4/ has no "dramatically" higher chance of finding things on the first mining. HMI does add ships and stuff that make mining easier. So it has always been, so it shall be so long as humans are human. Basically follow the above guide. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. Costs on average 0. Hazard mining incorporated supervillains adds two pirate like factions. I've done a Space Miner start before, with Roider Union and HMI being the. 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. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Low Tech Armada. 2D RPG/Trade/Fleet Combat Game. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. 1a with no skills. When a mine does explode, it deals 2,000 high explosive damage. 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. Tech mining only requires 1k crew, the initial cost of the tech-mining industry, a management slot, and have at least 1 stability or more. (This condition also removes the demand of Organics for Population & Infrastructure) -25%. You don't even have to worry about losing transplutonic supply from losing a supply ship since. You mean 97 of em, your techmining Ai got you covered. speedup- gives a battle speed up good when is just clean up in battles or easy win. You'll need to either raid Culann repeatedly to get the blueprints, or take a Tri-Tachyon commission. 95. All of the stations will get minefields & their own flavour of defence drones at tier 3. It helps if you know that research stations and redacted stations are the main sources other than ruins. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. • 4 yr. Titan AE. It tears everything up without ever getting hit. 0 coins. You're about to run out of tech. AI Cores are rare loot items found during salvage. 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. r/starsector • Been playing. With our comprehensive installation and usage guide, you'll be able to install and use [0. Gryphon (B) - Ballistic variant of the Gryphon, can be quite powerful. . Based on available resources, Mining can produce the following. 95. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 91, 0. It used to be called Starfarer. 2D RPG/Trade/Fleet Combat GameWhy 30 seconds? It only takes 8 to fully reload the blasters (12 with Expanded Mags). 3/ provides *no* benefit to the colony. Go to starsector r/starsector • by. Tech mining is the only way to find blueprints. New interesting faction, and stuff to explore. 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. You don't have cookie cutter builds because the game isn't strictly about combat. 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. 7. 1 / 2. 6. 1] Slightly Better Tech-Mining. I have had that mod once but it gave me so much rare stuff it was insane. r/starsector. With our comprehensive installation and usage guide, you’ll be able to install and use [0. Would be a big incentive to build them if that were so. A nice spread of exploration content and wonderfully rusty junkships that fit perfectly into the world of Starsector. 47K subscribers in the starsector community. Valheim Genshin. Plurpo • 1 yr. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. Face smashing optimized fleet in dock for short trips that require such input. ago. High Tech Expansion: adds more HT ship hulls. Culann Starforge sells high tech ships (capitals or otherwise), as Tri-Tachyon is the only faction to use them (the Church and Hegemony use low tech ships, while the Persean League and Sindrian Diktat use midline ships). Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Put an alpha core in your star fortress, then bait an ordo to it. 0 coins. 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. A planet must be habitable for the biofactory embryo to be installed. There are others, and it gets blurry in places, but for this post, these two are what’s important. In Starsector 0. Alternative approach if you don't want a colony there is to just bring 1-2 salvage rigs. [. The "Atlas of Pain" because I haven't thought of a proper name yet. lol, i just found my industrial powerhouse planet, instant colony. Mining Blasters offer extremely high damage in exchange for crippling flux draw - it's possible to build a ship around using them, but there's often better options available. 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.