Starsector hull forge. I liked armor tanking in 0. Starsector hull forge

 
I liked armor tanking in 0Starsector hull forge Play around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves

1. Re: [0. Reloads at a random interval of 10-15 seconds. You take our your Gryphon in the skirmish phase of the battle and blow up 2-3 capital ships. But it isn't even close to being overpowered since your fleet doesn't get any stronger, you just mitigate losses better. Can't imagine playing Starsector without it. one that allows custom searches through editing a CSV file. 0 Mod, the choice for serious players seeking advanced features and customization options. Compatibility improvements I intend to make once other mods update for 0. Industrial. Shadowyards however this is inferior compared to a Pristine Nanoforge, and more of a sidegrade from the Corrupted Forge. Helix Spanky's, Moncton, NB - Dec 1, 1993 Dec 01 1993; Helix University of New. Reverted numerous weapon balance changes. Depending on sector specialization, the proper (and upgraded memorial) provides and additional +1 stability. Your support fuels the continued growth and enhancement of this mesmerizing space odyssey. A single use, non-recharging system which will instantly & completely restock the ammo of all missile weapons mounted on this ship. The button is basically saying that your colony is the same as pirate base. It converts metal and heavy machinery to supply. Though the recent update has caused some of the special hullmods to not consume/take the special colony item, such as the hullmod that uses the Hypershunt tap. 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. These are meant for broader use within the. c - Campaign content expansion. 16. The chain goes like this: Hull deconstructor allows you to fill the template by disassembling a ship, hull forge prints a certain ammount of ships of that kind from the filled template, emptying them and busting some of the templates, and then the lab can fix templates that get busted, allowing you to fill them again. There's a mod that lets you edit the thresholds for it so it'd work with your high fleet size. 3. c - Colony content expansion. Quote from: Elijah on April 20, 2017, 03:42:10 AM. • 2 yr. 1a] Forge Production v1. Normally, hull is protected by armor. Starsector > Mods > [0. I already know about the lab for repairing damaged templates, but I did not found a way to write something on the template itself. : The more DP your entire fleet has, the more you get to deploy. 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. You get pollution from the forge that on no atmoshphere planets removes the -25% hazard rating. c - Campaign content expansion. The Grug lifestyle. Now what you need to do is put a forge template inside a Hull forge. a – Campaign content expansion with. Go to starsector r/starsector. Evolution 3. Focus on systems with a remnant presence, especially ones with a medium or high warning level. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on the planet, and if they are. Quote from: Malignity. (It means it that it has to make sense, "Remote Fighters" wont appear on a Hermes)Upgraded memorials, plus sector specialization, can be a good way to counter stacking debuffs. . The theme has a early 1900s German aesthetic. AutomatedRepairUnit. - Made the Lithovore's Radar move. 1a] Forge Production v1. This way the only method to remove D-mods is the Hull Restoration skill. fs. Added Three Domain Stations, these are buildable at colonies. Reloads at a random interval of 10-15 seconds. I. r/starsector. combat. 95. Starsector > Mods > [0. Uniquifying the Factions, Part 2. Also: attack trade fleets to create shortages. 96a] Foxy's Quality of Life Cosmetic Tweaks by Foxy [0. The longest rant I had was about Neural Intergrator. Step 1: Store a ship of you choice on the Hull Deconstructor. Evolution 1. 93. Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry? EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any. i actually did it! i was too lazy to actually learn how to build a mod so i copied the data file. A capital sized general logistics ship with a starborne city motif. hullmods. Not saying it doesn't have a use, just that it feels like an early story. Ancient laboratory -. - Additional armor and hull and flux dissipation for Persean League (midline) basic station. The quick rule book when it come to these mods: -Only 1 "S+ Mod" per ship. ago. Hull deconstructor - appears as a weapon array that's aimed at itself. Starsector > Mods > [0. c - Colony content expansion. well i used the formula (2962-1850)/1850*100. 4 GB Heap: Most combinations of mods will work with a 4 GB heap; only some of the craziest configurations (a dozen or more factions, plus Nexerelin and DynaSector) will overload this. It was then at commented and written by Ayomide. Put anything other flux generating weapon on board then PD weapon is not wise, because of flux can hold auto-forge activation. 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. I hear proponents of that a lot and I don't think it's at all true. There are three types of buildings connected with the templates. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. In my current run I've found 5 corrupted forges, 3 tach lance and 2 astral blueprints and I still can't find a pristine forge. ago. TheOrganHarvester123 • 1 mo. I liked armor tanking in 0. 9 factions: Galactic Empire, New Republic, Galactic Republic, CIS, Mandalorian, Zann Consortium, Black Sun, First Order and Chiss Ascendancy. having my xiv onslaught have double the crew cost and technically move 15% slower in combat, which is entirely negated by. -----Solar shielding saves you lowered combat readiness when you are fighting in nebula storms or solar flares. Repairing a ship with 1 d-mod costs 1. 1a] Industrial. starfarer. Blueprints List (Starsector 0. 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. - Fixed the issue where the were modules unable to use the N-Repair system. It also confers a % Hull damage reduction scaling with the remaining (i think, rather than starting) armor value and affected by skills (Polarized Armor, Impact Mitigation). You can get the same amount of bays with two Colossus Mk. Any memorial gives +1 stab. Or you can right click the desktop icon and skip a few steps as open file location takes you right to the first file folder. Find the line that starts with "Automated Ship". Hazard rating would decrease pop growth, so depending of whatever factors that are in play for your colony it could start shrinking. spectralfury. 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. loading. Admiral; Posts: 1393; Re: Hull Mod Guide. -Removed the exploration refit hull mod and added it to my CJHM mod - Load a 2. 3 (forge_production) Commissioned Crews 1. and you could get a 3 days production report right after activating an ability. If you have the Console command mod you can use the command AddOrdinance [amount you want]. Their exclusive living hull designs (seen. 95. 1. Features. "It appears to be a nano-forge but at massive scale" is the Constructor. - look for "maxLogisticsHullmods":2, - change to whatever value you want. 0e). r/starsector • Follow-up of the Work-In-Progress UAF cosplay teaser, here is the first 3 photos from Saturday, I post the photos. You may now choose 2 from each category of 5 hullmods rather than having to choose 2 from all 10. 4. Shield adjusted to be weaker with poor dissipation and 0% dissipation when shields are. • 15 days ago. An autoforge inside the ship periodically fully reloads the magazines of all missile weapons. 96a] Industrial. 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. 2. Step 4: Collect the now used Forge Template. 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. Elevate your Starsector gameplay with the [0. HMI adds like 3 or 4 systems worth of exploration content. It still needs it to put onto a ship, it just doesn't use it up. Techmining and refining are present in vanilla. ago. Re: [0. There are 3 industries, the lab, deconstructer (i forgot the specific name) and constructer (again forgot specifics). Starsector > Mods > [0. Step 3: Put an Empty Forge Template on the Hull Deconstructor. The point of all these range extension hull mods and skills is to allow you to use the RCE's at their full potential without hugging your target, as the MIN range to spawn all 5 rifts from a single RCE increases with the total range of the weapon. 9. 1. To add to this, going deep enough into industry to get hull restoration means you're pretty much forced to take the half supply/fuel skills too, and those save on having to resupply/refuel every single time you hit port. If you know which cryptic message refers to which kind of ruin you know which structure - SPOILER -(hull forge, hull deconstructor, laboratory, rift generator ) you will get. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 625 hull damage and. • 1 yr. Missile Autoforge (hullmod) An autoforge inside the ship periodically fully reloads the magazines of all missile weapons. Pretty neat for early game i would say. fs. 96a-Complied with MagicLib filename changes-Minor stat adjustments here and there, nothing too big-Definitely forgot some other minor things -Accordant-class BattlecruiserStarsector > Mods > [0. And they have good ships around the planet too. 1. With new feature come out after 0. Features. the sound robot forge played when it was on. Elevate your Starsector gameplay with the [0. Scale it 1-10 for ease --- yep. 1a] Forge Production v1. And becouse of AI usage of weapon range as guide for enemy range positioning. Channerchan • 1 yr. DME adds some new enemies to fight, and Seeker. 0 with ease and take your gaming experience to the next level. Right click is set to Eliminate. Built-in only hullmod. I stole Atlas and Prometheus blueprints from the Church, Phase Frigate blueprints from Tri-tachyon, a nano forge from Hegemony. starfarer. I tested with only Mayasura and Nexelerin enabled, plus required libraries. Added a setting to disable hull production limitations. add a line to csv file. Arranging holidays in an embrace with the Starsector is priceless. ago. Not completely true. Diplomacy events see faction relationships changing over time. Carter’s Junk Hull Mods – V 0. Channerchan • 1 yr. Systems like armor and hull are great for low tech and midline, where high tech benefits from better shield systems. Automated with data. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". With our comprehensive installation and usage guide, you'll be able to install and use [0. III, at less than 1/3rd the cost. And ad you know Everybody Loves KoC add two more industries and increase the size of the market to 6 (making 4 the max number of industries). 95a or higher should work fine),. 1 / 10. « Reply #64 on: March 10, 2023, 09:03:29 AM ». 1813ae Shadowyards Reconstruction Authority Tyrador Safeguard Coalition Arsenal Expansion. Beware though it increases ordinance points for all ships. . If you hover your mouse over the industrial ruins modifier , you will get a cryptic message about the nature of the ruin in particular. 1 - Save Compatible with v2. 7. Changelog 1. 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. (I think anyways). I use 20 for no specific reason. Ships with officers piloting them or permanent hull mods are always recoverable, yes. 95. Ok, you need a seperate structure to make stuff from that, called hull forge. Thanks for the reports, both of these are now fixed in dev. With. - Slightly changed the behaviors of name Antimatter Centrifuge, Shipborne Smelter and. 1a. Production report now shows upon ability deactivation if something was actually produced but notification interval did not elapse yet. The theme has a early 1900s German aesthetic. ago • Edited 1 yr. fs. 95. 2D RPG/Trade/Fleet Combat Game. take these to a system with a red star in the lower left of the system map called seele. 96a] Iron Shell 1. • Over-Engineered: Provides 20% OP bonus and. 1. The ship can also be renamed and its weapon. Augmented drive field is actually kind of a cool option. Uploaded: 23 Jun 2022 . Hullmod Edit Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. modded help. 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. Qweasdy • 4 yr. r/starsector • am i crazy, or is an AI-controlled aurora actually great? even w/o an optimized build+officer it punches way above its DP cost (i. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. II. Since our playerbase grows at the moment, i would like to give some suggestions for an easier start. Its freakin wonderful. Dynamic Ship Generation. Actually you're not wrong, this is probably the best QoL skill there is. Do all the pirate quests, go exploring Sell all the blueprints at a black market of your choice and then a pristine nano forge. With our comprehensive installation and usage guide, you'll be able to install and use [0. 0: - Change Starsector version to 0. Hardened Subsystems for longer battles. You definitely need some more cruisers and maybe a capital ship or 3 in your fleet, asap. 2b - Playable Fighters, wings with personality. 5. Efficiency overhaul reduces fuel, supply, manpower needed for these ships to function. yeh Starsector vanilla kinda designs missiles to be semi-useless unless super. lang. 9 -> ~0. With our comprehensive installation and usage guide, you'll be able to install and use [0. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Ballistics are typically lower flux cost, and it has a very nice small turret layout for PD and/or railguns. Re: [0. It can deal crippling hull damage, though, and wipes out most fighters easily. From what i have stumbled through, some planets have a condition called "Industrial Ruins", upon colonising you will see what seems to be a domain era industry tied to that planets seed, save scumming doesnt change the outcome. 0. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. Elevate your Starsector gameplay with the [0. As soon as hull is exposed you can often either completely disable ships or burn away an entire flank of armor. Also removed the standoff between the hull and flux diamonds. Anyway, have fun. Added a setting to disable hull production limitations. (10% armor and hull damage repaired after battle at no cost and increases ship recovery chance by 25%. 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. But there's a lack of newer reviews on game's store page. EDIT: New update CTDs on Launch. EG. 3 with ease and take your gaming experience to the next level. Will be interested to hear more. 10 modifiers added to phase ships allowing for more dynamic phase gameplays. The previous list showed an infinite number of variants. 1. With hardened subsystems and a ship either tanky or mobile enough you can literally just wait out LP or pirate fleets to go to 0 CR. ini file within the GraphicsLib folder in a program like Notepad++. Also: attack trade fleets to create shortages. loading. B - compromised hull, faulty power grid. They work perfectly fine. 1. 2. 4X game features in Starsector. 1a] Forge Production v1. Imo this is excellent in early-mid game when you're still building up your. cassandra112. 96a] Industrial. Quote from: Elijah on April 20, 2017, 03:42:10 AM. The launcher works, but the loading screen to the main menu is where it crashes. 16. I gave myself 100000 marines with a cheat and that still wasn't enough. With our comprehensive installation and usage guide, you'll be able to install and use [0. He. Lockout nerfed, hull 5500>4800, armour 750>650, flux cap 4500>3400, flux diss 220>190, Top Speed 70>64, Front smalls changed to hardpoints. « Reply #10 on: August 01, 2020, 06:31:12 PM ». Even if tachlances can fit both of these roles at once, Ionbeam can be mounted on mediums (saving precious large slots) and I'm of the opinion HIL is the best anti-armor weapon in the. Main Features. 11566 [Thread-4] ERROR com. 1. Alpha makes copies with free integrated hull mods. Doesn't effect anything else to my knowledge. 95a, player can use Build-in at ship refitting page (mid-right green button), use 1 story point per mod to turn currently using ship mods into permanent ship mods (S-mod), which no longer cost ordnance points. 4. You get pollution from the forge that on no atmoshphere planets removes the -25% hazard rating. 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. You will need a heavy fleet and several marines to bash down their defenses and steal the forges. • 1 yr. 96a]Epta Consortium - 2. Will restock to the full modified amount, such as when modified with the Expanded Missile Racks hullmod. Quote from: qinta on April 27, 2021, 07:05:55 AM. Hi, I made a faction mod for Starsector! They have a focus on deploying mechs from massive space stations I dubbed as "Expansion Ships". Every mod will need a Mod_Info. 456. 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. 5mil to build. Here comes the Star Wars mod in the year of 2020. Forge Production v1. This page will provide you with everything you need in order to get you up to speed in the realm of Starsector modding. All vanilla station hangar modules receives a Carrier Core and a Modern Carrier hullmod that fits the tech theme. Reddit told me to survey planets in Remnant star systems, but now the description of the Forge Templates says to look out for planets lost in the second ai war. There is also no faction files to tell the game what faction knows what specific hull mod, they can only sell what. Starsector > Mods > [0. They go straight into your storage, so they're basically free (unless you consider the building upkeep). 2. 95. • 1 yr. . Removed soft fleet size limit. Alpha Ai core in commerce only effects you selling or buying shit from the independent market. I already know about the lab for repairing damaged templates, but I did not found. f - Campaign content expansion. havent tested builds with onslaught much this patch, but like you mentioned, onslaughts run into flux troubles if you outfit with too many flux hungry weapons. It's usually better to just colonize another planet in the same system and put your heavy industry there. The button is basically saying that your colony is the same as pirate base. 1a] Supply Forging 1. Hm, could you make the Hull Forge either produce a token amount of trade goods or provide regular production capacity for your heavy industry, seeing as it's considered industry? EDIT: Also it feels a bit wrong that you can send out large raiding parties with the privateer base, regularly pillaging the core worlds without triggering any. Evolution 3. 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. Training stable diffusion to create ship art. Sounds like some sales BS. Also don't forget to use gates a lot. 5. Added a setting for unlock of ability and hullmods at game start. - In order to mimic the hull shape, StarSector ships have fewer on_hull turrets (sniper, autocannon, etc), but tight onboard defense systems comparing to vanilla SOS2 enemy ships. 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. The refit screen is where the player can use use ordnance points (OP) to customize ships by changing modular weapons, hullmods, flux capacitors and flux vents or fighters. Beta makes many copies. The Starsector modding community for enabling me to programmatically modify Starsector by patiently and thoroughly teaching me how to install a modern Java IDE, attach a. 3 « 1 2 3. Using hull mods (0 DP) you can configure a ships AI to retreat when at a certain damage threshold, various levels of CR, or when they run out of missiles. ago. This way the only method to remove D-mods is the Hull Restoration skill. C - compromised armor, compromised storage, degraded shields, glitched sensor array, phase coil instability, structural damage. New hullmods can be obtained by using "modspecs" available in. 95. Go to starsector r/starsector. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. i do plan on making other variants of this that will be pure ballistic, pure energy and pure missile. 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. Patch update v0. [deleted] • 2 yr. 3. It converts metal and heavy machinery to supply. skips with d-mods are cheaper on an upkeep basis, cost less points to deploy and overall kick ass. ago. 96a-RC10] BigBeans Ship Compilation. More planets, higher population, the +3 bonus of nanoforge, the +1 bonus of administrator, +1 from REDACTED. I occasionally visit and sacrifice like 20 odd ships to it and sometimes i get something good. You can pretty much max the flux stats, or use hull mods, e. Lol safety overrides on everything and a flat +2 to burn, I guess that’s one way to go. 1a-RC6 Vanilla Starsector in D tier, whew. That way you can easily turn it on and off again. 95. 3. didn't like. 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. 5 forge modpack thing for friends. starfarer. Flow Weaver worth it now? The game looks interesting, but Flow Weaver's early reviews were complaining about bugs, glitches, lack of saving, etc. Blueprints, Doctrine, and Production. To install, simply download the . Be careful when boarding ships. The four corner slots are for Burst PD Lasers. The Starsector modding community for enabling me to programmatically modify Starsector by patiently and thoroughly teaching me how to install a modern Java IDE, attach a. . 7. ago. The main problem is the ion pulser. Say, if target ship has 1700 armor then most weapons that deal less than 200 damage per shot will deal pretty mediocre damage even if you strip all their armor. In terms of 'lore friendly', the Tempest (and Shep) is the proof-of-concept. Although, after. Various Effect Supports. 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. « Reply #56 on: August 27, 2022, 10:04:06 PM ». The Starsector Mod Index holds a lot of them (anything marked 0. - Slightly changed the behaviors of name Antimatter Centrifuge, Shipborne Smelter and Manufacturing Bay - they now eat a. Evolution 3. - Civilian ships gain a set percentage of all XP gained at the end of a battle. Main Features. 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. Basic maintenance (standard) is 70%, meaning up to 20%. -Added a ballistic analog of the 1 OP mining laser, the Mining Plinker - For captains that specialize in ballistic weapons and. They grant bonuses such as increased range and. Open starsectorstarsector-coredatahullmodshull_mods. 3. log, with the errors below; 10923 [Thread-3] ERROR com. 2 as a flagship. But also, 20% dmg reduction to energy weapons is a massive steal considering its dp cost.