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Nothing comes close to that. There is another advantage to produce in faction. But for the first few months it can yield some really sweet loot, namely rare blueprints and beta/alpha cores. 2 – 11/12/22. Ships. Download link. With. Images [close] Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a. for when survey missions pop up for mining, research, caches, etc. There are others, and it gets blurry in places, but for this post, these two are what’s important. 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. , 0. Slightly Better Tech-Mining 0. 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,. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Content Unlocking Missions is a lightweight mod for those who want the 13 vanilla main menu missions to impact the campaign layer. Good OP, compressed armor effectiveness and lots of guns but have very costly maintenance, large fuel costs and high crew requirements. chevron_left. With starsector, it's humans and things created by humans that bear responsibility for the current state of affairs - no excuses, no scapegoats. Tech-mining is excellent. No need to think long-term with these. 4. The Luddic Path is a faction in the Sector. Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. This effect can be superseded by other mods. I have 4 colonies up and running. 14865315874. But at least they responded to distress calls. check the governor. 0 (yunrutechmining) Unpack Blueprints 1. 1a] Slightly Better Tech-Mining by Yunru [0. The first month after tech mining is finished you are guaranteed one piece of rare loot no matter how crappy the ruins are, and a vastly increased chance for additional rare loot. So, this along with Nexerelin's politics features seems like a good fitFarming (0) + Mining (1) + Light Industry (+4 Alpha Core) + High Command (0) = 5. Based on available resources, Mining can produce the following. chevron_right. Has 100% hazard by default, and moderate ore resources. Fixed now though. That you could unlock special blueprints, hullmods or industries that you couldn't find any other way. 95. Fourth slot is High Command. I went and checked the size 3 colonies, and. Repeat until you have enough cores. 40K subscribers in the starsector community. Culann is the only planet that can drop Paragon blueprints from raids. Its default name is "TTS Xenorphica". You don't really need the disruptor for a lot of ships, especially those with non 360 frontal shields so the new mining blaster will be incredibly dangerous for the Harbinger and you can save the Disruptor for those ships that do need it like when facing Tri-Tach. That movie was the shit. At tier 3 star fortress differences hardly matter. 95. Looking for ship blueprints is generally a huge pain. Hazard mining inc. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. 95. 1-1. Use the money you get back from the destroyed facilities to build up your defenses. 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. You never got that muh out of it, maybe a blueprint or 2 for the second tier but that made it basically impossible to get anything. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. SufferNot • 2 yr. 3. Their wanzers range from light fighter-infantry to frigate-equivalent monsters. Teck was originally formed in 1913 as Teck-Hughes Gold Mines Ltd. 6. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. And to get the blueprints is exploring or tech mining. | HIGH VALUE, LOW RISK, GOLD, COBALT & BASE METAL. Ultimately I decided to settle on it and build tech mining. Get a few dedicated cargo, fuel, and personell ships. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 1] Slightly Better Tech-Mining Post published: October 4, 2022The mechanic where you're able to find tens of thousands of the least valuable commodity in the game needs to be dialled back a bit. ago. Builds high tech station, has nothing but mining lasers on it :( Reply Arthur_The_Ok • All hail the [SPACE DORITOS] • Additional comment actions. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. This game has been in development for something like 9 years, which you would think was in some kind of development hell. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. 3. Smuggler, trader, warlord, planet administrator, etc. It used to be called Starfarer. It is highly likely you will get something of value in the ~10 months that it is operated. 13. Background. plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait. more edit: also, if there is a spare shithole planet in one of the systems, take it. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. 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. 95. Excellent aesthetic and balanced decently well. Ships. Nexerelin adds mining by default. Utilizing the latest in mining technology, its our mission to [ERR 4001a YOU DO NOT HAVE PERMISSION TO. It used to be called Starfarer. r/starsector. Advertisement Coins. They can influence the output and upkeep cost of industries in various ways. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Firing some, then waiting (or venting), then firing more with a heavy blaster will do more damage in the same time as a mining blaster just fired. Low Tech Expansion, Midline Expansion, etc. Lukas04 1 yr. 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. Low tech and High tech stations are virtually the same. It can be built at any Colony that has a Spaceport. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. Author Topic: MOVED: [0. Thankfully we were all able to act fast and help find our brother under the rubble. , 0. Titan AE. Depending on the level of ruins it can go for quite a while. meanwhile, let colony grow, give as much incentives as possible . 7. 6. Heavy Industry and Fuel Production pretty much need their own dedicated planets. 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. 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. 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. Explore, explore, explore. The advanced tech mining mod is a godsend . an industry. Elevate your Starsector gameplay with the [0. 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. ticktockbent • 1 yr. 95 threats do not appear till the colony reaches size 4. It could be that all planets are sending the results to one planet. Many small ships can fit medium energy weapons. 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. . Hardly useless. Many small ships can fit medium energy weapons. . 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. While it has higher flux/s, it also has higher efficiency so for a given amount of flux you get more damage out. Center of the Arcadia System Planetary Conditions Population: Thousands of people call Nomios home. , 0. 96,. Get at least one rig and drone thingy to get some more loot. Xhan empire has some very eldritch secret content. Would be a big incentive to build them if that were so. * Footnote: Why you'd install even a beta core in tech mining I really don't. Features. Yunru's Pirates and Pathers. Step four: Lose every ship. I warn you, though. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. 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. Also, Google should be able to help with colonizing questions. tech mining with alpha core. Hazard mining inc. Try adjusted sector, it will still be a finite amount of loot you can find, but you can edit the size of the sector, the amount of stars and the amount of ruins and salvageable stuff. 343 votes, 18 comments. Epta technologies is fun because they have a retrofitted conquest with 2 energy slots and 1 synergy slot facing forward, while keeping the 4 ballistic slots on sides. 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. Join. 0 coins. Charlie, you're a little crazy sometimes, you know that?Silver Dollar Resources Inc. - Allow the Remnant Station to support artillery stations from Industrial Evolution. Edit: To be clear, this is a 100% serious response. It's an industry. 91). 9. 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. Yeah but they can get dog piled and flux locked with a sufficiently strong fleet. Starsector. 95. However, they can be turned in directly by talking to administrators/base commanders of any faction except the pirates, providing various. Depending on the level of ruins it can go for quite a while. Go to starsector r/starsector • by Aleksandrovitch. A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. low/mid/high tech in. 2D RPG/Trade/Fleet Combat GameTech Level OP Wing Size Broadsword: Heavy Fighter Low Tech 8 3 Cobra: Bomber High Tech 15 1 Claw: Fighter High Tech 8 5 Dagger: Bomber High Tech 18 3 Gladius: Fighter Midline 6 2 Khopesh: Bomber Low Tech 12 2 Longbow: Bomber High Tech 12 2 Mining Pod: Drone Low Tech 0 4 Piranha: Bomber Low Tech 10 3 Perdition: Bomber Low Tech. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. megaboto •. There are also three types of orbital stations. You won't find a lot of working technology on a mining station, but that changes for something like an Orbital Laboratory. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. 3/ provides *no* benefit to the colony. If you store other stuff there you might not notice, as the usual loot are weapons, supplies, fuel etc. ago. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Link (v1. 10 votes, 10 comments. on Today at 04:53:01 PM Modding Resources. Then I have 3 Falcon (P) with converted hangars which act as supporting role to draw attention of larger ships and give additional fire. You take the role of a space captain seeking fortune and glory however you choose. 3. Oh_Henry1. And the planet name is bob. 17. useless materials that other industries supply in vaster quantities. Tech mining is 1 or 2. Reply reply GreenGhost95 • AFAIK Moloch is basically Satan in the Luddic religion, so servants of Moloch are those that oppose the Luddic church. 290. Welcome to Mining Station [ERR 4001a YOU DO NOT HAVE PERMISSION TO VIEW THIS CONTENT]! From humble beginnings, our small mining firm has grown into one of the Persean sector's most successful mineral acquisition concerns. 96a] Unofficial New Game Plus 0. 95, and 0. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. 95. json - then search: techMiningDecay and. Similar question for light industry and refining and whatnot. Slightly Better Tech-Mining Hotfix. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. Elevate your Starsector gameplay with the [0. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. Elevate your Starsector gameplay with the [0. 1 / 2. Starsector 0. Low-tech, High-tech, and Midline, all of which cost the same. 5/ has miniscule returns (you can literally get more from. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. Those could be very well filler ships. It used to be called Starfarer. Added Cassicus-class escort destroyer (high-tech). 2. Read my forum guide on Tempests and Omens as well![0. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. Discuss modding Starsector here. r/starsector • tech mining with alpha core. The pirate version prior to 0. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. I would recommend you to use the slightly better tech mining mod. 95. Commerce is an industry. Hazard mining incorporated also adds pirate ships. Mining, refining, heavy industry, fuel production and high command can all use their respective colony items on this world. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this. ago. Patrol Bases are exclusively useful for eventually regaining the communications buoy and similar stations after the shooting has stopped and Military Bases just don't spawn enough to handle the bigger expeditions. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. Updated support for Version Checker. Finally, you can build a colony on a planet with ruins and set up tech-mining. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. All the production and tech mining loot is instantly and automatically delivered to the storage space on a designated rally point colony, which by default is just your first colony but you can change it if you want to. Especially early you just put your first AI cores into tech mining extraction and AI training then you'll be swimming in alpha core/weapon. I'll second that DIY and Better Tech-Mining are good mods. Go to starsector r/starsector • by vernon9398 I'm totally not an AI administrator View community ranking In the Top 5% of largest communities on Reddit. 8a (hte) Magellan Protectorate 1. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. check the governor. 95. Wow, Hypershunt Tap would actually be good on this planet. 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. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. Re: [0. It can be built at any Colony that has a Spaceport. My auxiliary ships usually outnumber the escort ships. I have had that mod once but it gave me so much rare stuff it was insane. Tech-Mining does not provide any benefits to the colony. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. 2D RPG/Trade/Fleet Combat Game. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. 1] Slightly Better Tech-Mining… 87 votes, 20 comments. They can provide an often surprising survivability boost to their carrier or assignment, not due to their somewhat underwhelming 4 mining lasers but rather their quite sturdy construction, forward positioned box formation and propensity for. 0 coins. Tech mining had the issue in the past of having a 0. 1a) I find it somewhat confounding that the Scarecrow has less armor than the Eagle it's based off of. Re: [0. Colonies were added in version 0. 1] Slightly Better Tech-Mining. 9ggggggg Mod, the choice for serious players seeking advanced features and…. 2D RPG/Trade/Fleet Combat Game. r/starsector. Closer inspection may yield salvage. 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. r/audiobooks. Civilian ships are usually awful for stealth. 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. If Tech Mining is not possible, then both refining and Fuel Production. Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. * Footnote: Why you'd install even a beta core in tech mining I really don't. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al. ) Take the number for grain of salt, I’m always huffing that additional tech mining and didn’t paid much attention to. Because it requires no crew, travel drive, or any kind of independent command core, the Gargoyle operates more effectively in combat than a free-flying hull of similar size. Games. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Ed. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Only build a star fortress and whatever else you need to keep the colony above 0 stability. 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. Upon seeing the upgrade mechanics, I was very excited to see a. Premium Powerups. Re: [0. It is capable of firing most large ballistic weapons, except the Gauss Cannon, which requires 1200 flux to fire one shot and therefore necessitates a minimum of 3 capacitors. 95a] New Beginnings v1. It used to be called Starfarer. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. With our comprehensive installation and usage guide, you'll be able to install and use [0. Arcadia is a small system with one Hegemony and two Independent markets. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. 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. 1] Slightly Better Tech-Mining…. With our comprehensive installation and usage guide, you'll be able to install and use [0. Worlds with ruins for "tech mining" are valuable, but aren't necessary to produce a self-sufficient colony cluster. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. meanwhile, let colony grow, give as much incentives as possible . Focus on Uranium, Gold, and Rare Earths in Saskatchewan. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Tools, guides, and other resources. Edit: To be clear, this is a 100% serious response. There is also a mod in beta called exiled space on the unofficial starsector discord but it also has many bugs ad it's still under construction. Low Tech Best Tech! Join Hazard Mining Incorporated Now!it is profitable but you have to buy mining lazers for your ships or salvage ships . Sometimes you luck out, sometimes you get nothing. Just off the top of my head, Hazard Mining Incorporated, Roider Union, Mayasuran Navy, and XIV Battleground are all faction/ship mods I've used in recent. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. 6. r/starsector • tech mining with alpha core. ago. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Nothing too outlandish and fits with the base game well. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. . Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. Would be a big incentive to build them if that were so. Tech-Mining does not provide any benefits to the colony. r/starsector • Been playing. So 16 frigates ~ 1. 1a] Hazard Mining Incorporated (Nerf, Antinerf Ed. 95. Cadmus (top), the mining hub and currently developing colony, and Carcus (bottom) the potential farming hub and holder of a domain era coms relay. Upgrade your spaceport to a megaport. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Infinite tech mining. My first and oldest mod. Given how many players seem to happily satbomb millions, we've no place to judge though. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. I have the. Research stations are more likely in black hole and neutron star systems. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. I’d say, at the bare minimum, look for a system with a habitable planet with food/organics, a really good mining plant and a good gas giant or cryovolcanic world. FYI, mining specifically has two different items with separate requirements (each industry can only have one item at a time). yabbadabbadoo1. So it has always been, so it shall be so long as humans are human. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. 4476 Posts 61 Topics. I've spent my early game playing, mining and trading in HMI territory and surrounding uncharted worlds. Also, new Remnant-like faction. They have teleporting mines, fortress shields and drone defence platforms with guardians and fortress shield. Stealing an existing one from a faction in a raid. Also, there is a certain star system in the north west with a warning beacon (you'll recognize it by the beacon not having any danger rating) in it you'll encounter beefed up Mess swarms and a secret ship if you defeat a certain enemy in the system. would at least be nice to not have to fly to the other side of the sector every few ingame months xD. [. Abundant Volatiles: Abundant volatiles may be economically extracted from Nomios. 8 warships strapped together was too much, so combat versions will only get 4. It's. - Object 236L - Low tech self-propelled battlestation; main module has maneuvering jets; side modules have accelerated ammo feeders and no shield. To stop getting attacked by other factions, you need to destroy your production facilities like fuel production, mining, refining, light and heavy industry. I am too looking for files which I. Download the archive for each and extract the contents to /starsector/mods. 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. 51K subscribers in the starsector community. . Starsector version 0. Faction, with interesting low-tech focus, and not standard weapons. People. 1a with no skills. Depends on the size of the ruins. Increases Pather. Writings. 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). r/starsector • tech mining with alpha core. First, make sure you properly modified the file setting the allocated memory for the game. However, they can be turned in directly by talking to administrators/base commanders of. The other way to do it is with TASC and craft the special items you need. • 2 days ago. They're essentially worthless. It's been tested with v a nill a St a rsector 0. 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. 1] Slightly Better Tech-Mining. Very safe to add. This amazing game just got even BETTER! | Starsector . 91, 0. It used to be called Starfarer. Mining Lasers are a poor man's PD laser equivalent, having longer range but horrible damage. 1a] Better Colonies 1. 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. Generally speaking:Changing Nexus brings in Takeshido and Epta technologies. . When a mine does explode, it deals 2,000 high explosive damage. Elevate your Starsector gameplay with the [0. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. [close] Themed Derelict Stations. 5f) Mod, the choice for serious players seeking advanced features and customization options. 1 1. I recently started a new play through and added the Exotica Tech mod. You can build another fleet thingy to double up defense, you can. There is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered. Face smashing optimized fleet in dock for short trips that require such input. I went and checked the size 3 colonies, and. A planet must be habitable for the biofactory embryo to be installed. ticktockbent • 1 yr. Notably, if Free Port is enabled at the colony, this includes Recreational Drugs. Starsector Beginner’s Guide Part 2 – Colony Building. Fastest way I've found at least. 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.