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. No longer supplies economic units of commodities 2. 95, and 0. , 0. cfg file. Re: [0. I recommend using a mod manager like SMOL or MOSS. I'm using Nex if that changes anything. It's only downside is that it is a pure carrier and so it has almost no way of contributing to the fight. Try insulated engines and augmented drive. prettyboiclique • 4 mo. [0. Autosave: reminds you to save! uses a very unobtrusive yellow text in the notifications area. Also consider Better Tech-Mining (By Yunru). that means there's only 50% of tech left These ruins have been combed through, though the chance for a few new finds still remains. 49K subscribers in the starsector community. You're about to run out of tech. . Usually after the final set of patch notes come. 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). 9ggggggg Mod, the choice for serious players seeking advanced features and…. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. check the governor. 95. lol, i just found my industrial powerhouse planet, instant colony. It can be built at any Colony that has a Spaceport. Ms. Since, I don't believe I'm ready for the new balance changes of . A midline faction with a focus on smashing apart capitals via speed, alpha strikes and a lot of heavy, inaccurate ballistics. more edit: also, if there is a spare shithole planet in one of the systems, take it. 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. This effect can be superseded by other mods. Added Herald-class battle-carrier (midline). derp)CoatlChicomoztocDuza. 47K subscribers in the starsector community. And if you do it too much it decivilizes and you get nothing. cfg file. Hazard Mining Incorporated adds a new faction, several new ship categories and. It can be built at any Colony that has some degree of ruins. Xhan empire, there's a fun cosmic horror in the top left of the map. People. Better Tech-Mining makes tech. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. Read through those main mission descriptions carefully! This is also save-game compatible (but I cannot guarantee anything if you remove it mid-save). When a mine does explode, it deals 2,000 high explosive damage. 0 coins. The chart details rewards in relation to each of the four types ruins. in the first month. Level 3. All of the current special items have uses in modifying certain industries. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. My auxiliary ships usually outnumber the escort ships. Logged. 95. Re: [0. Starsector > Suggestions > Improved Tech-Mining / Production Report. An abandoned mining station, once a source of wealth and industry to feed the worlds and works of humanity. 95. The way the economy "units" work is a bit counter-intuitive. It really was. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. 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. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. Step four: Lose every ship. Leave your farming and tech mining operations intact. Table of Contents:Press "d" and then "5" to see where all the loot is going. "After five years" is if you want to extract every last bit from a scattered ruin. They can influence the output and upkeep cost of industries in various ways. Explore, explore, explore. Can't mine in vanilla. Mining stations might need to fabricate new mining equipment and maybe even mining vessels from the resources they have. Reply . I'm using a mod that sets my fleet size max to 600 deployment points instead of 30 ships, and I've tried 600 deployment points of legions, 600 deployment points of tempests, 600 deployment points of balanced fleet, and 600 deployment points of onslaughts. . . Bellow are pictures of the system and the distance between the two systems (the upper being the system I've currently colonized) Colonized sector with the mining hub of Echion. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. Only played around with high tech. 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. It used to be called Starfarer. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Elevate your Starsector gameplay with the [0. **Edit: Since tech mining eventually depletes you can just look for a planets with the biggest ruins (extensive or vast), build a colony and exhaust it - abandoning the colony afterwards. Better Tech-Mining makes tech. Has 100% hazard by default, and moderate ore resources. Depending on the level of ruins it can go for quite a while. The Luddic Path is a faction in the Sector. You're wondering when to stop your tech-mining when ruins become literally unattainable. Well, I intended to build a mining station in the field anyways. Commerce is an industry. Charlie, you're a little crazy sometimes, you know that?Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. 91). 95. Your best bet is weapon caches, which seem rare but they are loaded with blueprints and good stuff. 1 a -RC6. Just wait for 2 or 3 probe or derelict ship missions in the same general area. . Premium Powerups Explore Gaming. 95. r/starsector • tech mining with alpha core. Ed. # 0 - Alternates between low tech, midline and high tech sprites. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. The ore mined should cover the maintenance cost, so I intended to just build the station and the sling and forget about it (unless I use it for something else a little more important)Mod Details This mod adds the "Adversary", a player-like faction equipped with nearly all vanilla ships, weapons, fighters, and hullmods. Aka stuff that's already in a storage. One is a shipyard (Siren), and another one is a heavily fortified Tech Mine (Stray Dog). useless materials that other industries supply in vaster quantities. Tech-Mining does not provide any benefits to the colony. ) Commence on steroid (implied) Decrease planet hazard by 50% (require habitaitable and mild condition. 8. Dassault-Mikoyan Engineering. 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. 290. Backwater farm colony is. 5t4t35 • 1 yr. close. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. 95. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. I’ve got a really good sector (minus only being able to find one pristine nanoforge from scavenging and tech-mining) and I want to be able to share it since I’ve found at least 5 (don’t have my computer on me at the moment so I can’t check how many there actually are) Terran worlds (one of which is 50% hazard if you colonize then abandon quickly) but I. The compromised storage idea is interesting and may be the best solution. Edit: To be clear, this is a 100% serious response. Care needs to be taken with facings as the Burn Drive is only useful. 0 by Originem [0. ** 1% of people doing the tech-mining (so 10k people). 2. A Star Fortress with a good supporting fleet is unbeatable. Put an alpha core in your star fortress, then bait an ordo to it. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. But for the first few months it can yield some. Advertisement Coins. 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. Go to starsector r/starsector • by Aleksandrovitch. Follow-up post: In the current version (i. Jul19 - Nov24, cycle 207staple battleship spotted at sindria open market! w00t! ITINERARYYamaNachiketa (totally forgot to buy fuel. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. With our comprehensive installation and usage guide, you’ll be able to install and use [0. It's pretty hard at first to understand it all but once you started to get into it, you will grow. Smuggler, trader, warlord, planet administrator, etc. | 296 followers on LinkedIn. It's. Late to the party but here are some QoL and visual mods. I went and checked the size 3 colonies, and. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. 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. Biofactory Embryos have a base price of 120 000 credits. HMI is very Vanilla-adjacent. Now it, as was intended, drops the same value of goods, just of a better quality. Pather cells are also generated on player and NPC colonies, supported by hidden bases in uninhabited systems. 3. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. Advertisement Coins. Nexerelin adds mining by default. 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. Charlie, you're a little crazy sometimes, you know that?Silver Dollar Resources Inc. . Starsector Beginner’s Guide Part 2 – Colony Building. 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. The Mudskipper Mk. You export 14 money-generating goods with this setup, but for salvage yards to over-produce your system needs good combat action-The Moth phase 'carrier', heavily armoured phase ship using gremlin level phase tech. 2. 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). Added to the game Only up to date for version. The "Atlas of Pain" because I haven't thought of a proper name yet. Fixed now though. Increases Pather. The Heron is a midline cruiser carrier. After defeating it, the ship can be recovered in a somewhat weaker form for player use. 40K subscribers in the starsector community. r/starsector. High-tech favors energy weapons and bombers. It can be built at any Colony that has a Spaceport. 1a] Junk Yard Dogs – V 2. Xhan empire has some very eldritch secret content. 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. Tech-mining is excellent. # 1 - All low tech sprites. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. 95 threats do not appear till the colony reaches size 4. 95. While Tech Mining is flat. . Yeah, so I wanted to turn tech-mining industry into structure. 4X game features in Starsector. Yunru's Pirates and Pathers. . a version that is more faithful to the 2d sprite dimensions. The Lanestate Union is a definitely unbalanced faction that revolves around a tall, bulky, mid-line (ish) low-tech armada with a heavy focus on Ballistics and a share of other types from the side. 95. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. I never got anything good from tech mining. even if you don't intend on going to that location right now. They're low-tech on steroids, have have funky weapons and ships, but nothing completely outlandish. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. ) (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. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. 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. Hazard mining inc. blessings be mf. It’s… an industry. Hazard Mining Incorporated: it's very well done and adds a ton of new content that doesn't break anything. 0. Human beings can survive unprotected exposure to the surface conditions of (market). okay, i check that later. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Very safe to add. 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. 0. The remnants of a people murdered by the Hegemony in a brutal conflict, they desperately cling on to the remnants of their once-great fleet in a. So it has always been, so it shall be so long as humans are human. 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. Updated the hulls frequencies to make some of the ships less uncommon. I completely. Intended as a reliable source and user of. " Construct a mining station within an asteroid belt or an asteroid field. Jk, doesn't exist. Can't mine in vanilla. HMI does add ships and stuff that make mining easier. Honestly, the one thing I'd like to see them change is the 3 prerequisite skill points for each category. They're shady as hell and do a good amount of scavenging and tech-mining too. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. Producing a commodity internally reduces the expenses of the industries using the commodity, on top giving you a place in the market for that commodity. 2D RPG/Trade/Fleet Combat Game. r/starsector • tech mining with alpha core. However, sensing the "evils" of both groups. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. And to get the blueprints is exploring or tech mining. 1 / 2. 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. Tech Mining Industry Suggestion - "Tech Mining Operations Centre. It is a religious terrorist organization made up of radical adherents of the Luddic faith. Mining, refining, heavy industry, fuel production and high command can all use their respective colony items on this world. ago. This game has been in development for something like 9 years, which you would think was in some kind of development hell. The ship is designed to utilize its excellent armor to drop shields in. In the meantime, TaDA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited. 1] Slightly Better Tech-Mining. As a low tech "upgrade" over the Eagle, a cruiser with 1000 armor, I kind of expect it to have at least 1k, maybe even 1200 armor. Focus on avoiding planetary features that lower accessibility, like high gravity. , 0. Midline is kinda wonky. Advertisement. Provides +2 stability to the colony. culann is the only one with heavy industry so therefore its the only one that can drop without intervention*. I only use retribution cuz its 35-ish super a month during Exploration (avoiding high warning beacons) because my paragon is like 60/month so its good for that (rest fleet just frigates/destroyers and salvage+cargo+fuel) otherwise I think the paragon is better. Would be a big incentive to build them if that were so. Gladius: better armor /. Torpedo upon your shieldless gas can. Tech mining had the issue in the past of having a 0. Tech-Mining is an industry. A selection of low tech ships, [insert more description when not shattered]. Finding a gas giant with abundant/plentiful volatiles is just about the only way to get enough volatiles for the safe operation of the fusion lamp & coronal hypershunt: super powerful endgame colony tech. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. Essentially a larger version of the Dominator. Overall, I received nothing more than hardly any fuel, heavy armaments, heavy machinery and supplies, far less than I could buy with the money from any other industry, and sometimes some gamma level AI. It is slow to maneuver and has a relatively poor shield but its Burn Drive ship system lets it get out of, or into, disadvantageous situations quickly. Good-- you know in which systems there are profitable ruins. And the planet name is bob. Throughout the first half of the. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. It can be built at any Colony that has some degree of ruins. 2D RPG/Trade/Fleet Combat Game. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. Starsector [0. 25 instead of a 1. afaik no, but as a general rule of thumb anything that would drop from a research station, weapons cache or mining station would also drop from tech mining. Available as a standard modular fighter wing for any carrier, as well as the sole, build-in fighters for the Venture. 2D RPG/Trade/Fleet Combat Game Starsector Stories Part 1 - Starsector Stories Gameplay Let's Play Playthrough-----If you enjoyed this video check my other current let's plays:Banished. There are others, and it gets blurry in places, but for this post, these two are what’s important. However, the upkeep cost is limited to 1…. 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. Mining does not provide any benefits to the colony. First, make sure you properly modified the file setting the allocated memory for the game. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Well, you should never stop during your. 9. Eventually the only planets you control directly will be ones with heavy industry or tech mining; and eventually the tech mining goes away to be replaced with more heavy industry. 2. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. An in. Really speaks to me. 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. So technically even sparse ruins are worthwhile. : med sized mining centric faction that focuses primarily on the out edges of the core worlds and produces low tech ships Interstellar imperium: somewhat small faction mod. Low Tech Armada. Karl-Draigo Upstart Military Dictator • 4 yr. It is commonly fielded by the Hegemony. Yunru's Pirates and Pathers. Raspberry7777 • 2 yr. No need to think long-term with these. Dec 23, 2021. 6. You'll need to either raid Culann repeatedly to get the blueprints, or take a Tri-Tachyon commission. 8 warships strapped together was too much, so combat versions will only get 4. 3. The Dominator-class Heavy Cruiser is a low tech design focused on bearing overwhelming firepower and surperior armor. 2. plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait. Its default name is "TTS Xenorphica". Starsector > Mods > [0. . This is a verry interesting mod with lot of added cont. Premium Powerups Explore Gaming. EDIT: 2 hours later (mar 1, 207; 1 month report) Monthly salary report: ~48,000cr paid; 83,000cr received. Morthra. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. In Nex asteroid mining is shit you need to find planets with abundant ores or plentiful volatiles to make it worth, also you need ships that can mine with mining weapons equipped. 95. This means you can personally manage more planets and eat the mismanagement stability penalty as long as your tech-mining colonies are above 1 stability, like 6 or 7 planets easily if you put com relays in. 1] Slightly Better Tech-Mining. I've made Volturnian Lobsters a meme in a tabletop RPG. Honestly it's less High Tech and more "Tempests, Omens with an Astral and Aurora on the side". The biggest problem with Tech Mining is they will attract enemies from Diktat or other major faction. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. Low tech and High tech stations are virtually the same. • 4 yr. 0 coins. modified version of yurnru's slightly better tech mining on starsector which removes the industry slot requirement for tech mining and adds the industrial evolutions special items - GitHub - mo. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. Lion's Guard HQ is a structure. 2/ costs upkeep credits. 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. : high flux, low hull, engines disabled etc. 412 votes, 48 comments. Given how many players seem to happily satbomb millions, we've no place to judge though. 0 - updated Sept 23 « 1 2 3. 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. Mining operations benefit from noninhabitable world status, as the autononous mantle bore can be used. 1a] Hazard Mining Incorporated (Sick of Waiting Ed. Sometimes you luck out, sometimes you get nothing. ticktockbent • 1 yr. Here are some possibilities: Salvaging derelict domain probes or facilities. Say what you will about the Hegemony. If you add 2 to production, you would get 50% the value. I'll second that DIY and Better Tech-Mining are good mods. Way better than the annoying pather cell spam, which however in most cases isn't a problem since you'll top at 10 stability anyway. Background. A mine explodes when it hits shield or hull, or when the nine's ten second timer goes off. ago. " Powered by SMF 2. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. 91, 0. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. Shout out to the UAF for sending a relief fleet early into the colonization. The base tech-mining in Starsector 0. TT's answer to the Monitor, but with a lot more bite. Find the farm world (s) first, then figure out where you can put mines nearby. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. on Today at 04:53:01 PM Modding Resources. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. Fortunately console commands can help remedy things when my sector just didn't get (a lot of) certain. 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. Based on available resources, Mining can produce the following. Magellan Protectorate. If Tech Mining is not possible, then both refining and Fuel Production. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. ago. (Not 20 months though- techmines should generally be replaced before then. 96a] Substance. Industrial Planning 2: Mandatory as it lowers the base resource requirements of the primary industries, allowing far more flexibility in choice of systems to colonise. 2. 5f) with. Hazard Mining Incorporation. 6. Get a few dedicated cargo, fuel, and personell ships.