Starsector tech mining. Question though : is it intentional for me to find really powerful stuff very frequently ? Elevate your Starsector gameplay with the [0. Starsector tech mining

 
 Question though : is it intentional for me to find really powerful stuff very frequently ? Elevate your Starsector gameplay with the [0Starsector tech mining  I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion

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. Still, if you have a lot of colonies. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. . , focusing exclusively on gold mining near Kirkland Lake, Ontario. 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. 95. 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. Fixed now though. Ive modified the drop tables on yunru's slightly better tech mining by adding the item id of the industrial evolution items including the vpc so now the mod works and drops the industrial evolution colony items i basically copy pasted the item ID to the drop table maybe you can even tweak the table to be able to even give. While Tech Mining is flat. While Tech Mining is flat. It is highly likely you will get something of value in the ~10 months that it is operated. 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. melanion5 • 1 yr. A planet must be habitable for the biofactory embryo to be installed. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. 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. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. tech mining vanilla feels so worthless hahaha tested it so far in 3 different games, no problem so far, issue is non of those games i play deeply into the campaign. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. 25 instead of a 1. Explore. I don’t plan to abuse it and make my ships OP. The Hegemony is the dominant faction in the Sector. Still, if you have a lot of colonies. This is a mod for StarSector. One is a shipyard (Siren), and another one is a heavily fortified Tech Mine (Stray Dog). Otherwise you would fight the ambush battle then slowly repair before the main battle. check the governor. The Luddic Path is a faction in the Sector. Builds high tech station, has nothing but mining lasers on it :( Reply Arthur_The_Ok • All hail the [SPACE DORITOS] • Additional comment actions. ). It can be built at any Colony that has some degree of ruins. The ship will then be produced and delivered at the end of the month, stored at the designated planet. Auroran Military Markets of New Auroria and Lunarium sometimes sell Solvernias and Novaeria, have to be commissioned an cooperative. 3. 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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. Abuse by SirHartley [0. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. It sets up a an "outpost" with essentially the same GUI as a colony which costs around $1000 per month (dependent upon ruin type, and hazard rating) to sustain, has a "landing pad. HMI does add ships and stuff that make mining easier. Elevate your Starsector gameplay with the [0. Question about Tech Mining deliverables . 95. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain. 0 by Originem [0. 95a] New Beginnings v1. But that's silly for most players. and Literature Religion and Spirituality Science Tabletop Games Technology Travel Popular Posts Help Center. Say what you will about the Hegemony. I warn you, though. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. tech mining with alpha core. [. My first and oldest mod. Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. ago. Edit: To be clear, this is a 100% serious response. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. # 1 - All low tech sprites. - Object 236L - Low tech self-propelled battlestation; main module has maneuvering jets; side modules have accelerated ammo feeders and no shield. They have teleporting mines, fortress shields and drone defence platforms with guardians and fortress shield. Hazard Mining Incorporated adds a new faction, several new ship categories and. 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. Market conditions are properties of a market representing local environmental or social conditions. Gas giants are the only place where. Kadur remmnat, Secrets of the Frontier, Heavy Mining Industries, Brighton federation, Star Federation, and tahlan shipworks. The product of multiple mentions. prettyboiclique • 4 mo. Lion's Guard HQ is a structure. With starsector, it's humans and things created by humans that bear responsibility for the current state of affairs - no excuses, no scapegoats. , 0. In Starsector 0. 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. Advertisement Coins. 2. +1 production (Mining). r/starsector • tech mining with alpha core. At tier 3 star fortress differences hardly matter. Utilizing the latest in mining technology, its our mission to [ERR 4001a YOU DO NOT HAVE PERMISSION TO. Depends on the size of the ruins. 48838 Posts 3447 Topics Last post by rawkhawklives in Re: [0. I would recommend you to use the slightly better tech mining mod. ago. 95. 95. 4476 Posts 61 Topics. 95. 7. Hazard mining incorporated supervillains adds two pirate like factions. However, the upkeep cost is limited to 1…. for when survey missions pop up for mining, research, caches, etc. -This broke colony competition since factions cant research or upgrade their buildings too and if they colonized a new system they will be stuck on a shitty tier one building. Tools, guides, and other resources. Updated the hulls frequencies to make some of the ships less uncommon. It also includes one new low-tech light capital to give the Hegemony a fighting chance. And to get the blueprints is exploring or tech mining. Tech-Mining does not provide any benefits to the colony. 4X game features in Starsector. Writings. Commerce is an industry. Exploring for silver, copper, and gold in two of the most prolific mining jurisdictions in the world | Silver Dollar is a mineral. I did not consider the dilution effect it would have on the loot pool. [deleted] • 2 yr. 431 votes, 33 comments. There are two things I'd like to see with this: 1: A break-down, for tech-mining, of what came from where; this is important information for picking the point at which to shut down the tech mines in favor of other industries. 2 – 11/12/22. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. 0 coins. 2/ costs upkeep credits. I wouldn't have made it in time and this colony would have died off very early. Can't mine in vanilla. 0. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. Dyi/terraform taming care of upgrading said planets. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . Essentially a larger version of the Dominator. Carrier doctrine all the way. 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. Many small ships can fit medium energy weapons. « Reply #5 on: January 27, 2022, 01:47:48 AM ». I've grown fond of this combat ring/star type of abomination. speedup- gives a battle speed up good when is just clean up in battles or easy win. Apex is basically premium lowtech, with shields that transfer some of the damage they take to armor instead and shipsystems that remotely repair armor in combat. You should also use "hazard pay" on your mining planet to make it grow. Can't mine in vanilla. ago. Depends on the size of the ruins. 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. AI Cores are rare loot items found during salvage. useless materials that other industries supply in vaster quantities. on Today at 04:53:01 PM Modding Resources. It is one of the least profitable industries out there, as only two worlds buy them (and far less than what the market provides) Their use is mostly upgrading. Good-- you know in which systems there are profitable ruins. Content Unlocking Missions is a lightweight mod for those who want the 13 vanilla main menu missions to impact the campaign layer. r/starsector • tech mining with alpha core. I went and checked the size 3 colonies, and. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Mining stations might need to fabricate new mining equipment and maybe even mining vessels from the resources they have. Nexerelin adds mining by default. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. It does this: At the end of each month it sects your credits to 0 and any monthly work like tech mining or custom orders gets done a LOT more than 1. Other industries need higher population counts to be effective. For those who don't know, Stealth Minefield is a hullmod found on Low Tech and Midline tier 3 stations. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. BetterTechMining. Elevate your Starsector gameplay with the [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 relays in. Think of it as linear warriors and quadratic wizards, where tech mining is the warrior and other industries are wizards. 6. I installed Exotica Technologies which adds another ship customization system to the game. ) (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. DD+ Drones Added new fuel ship, added three tiers of a Domain Station which are buildable at colonies. 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. speedup- gives a battle speed up good when is just clean up in battles or easy win. , 0. It sets up a an "outpost" with essentially the same GUI as a colony which costs around $1000 per month (dependent upon ruin type, and hazard rating) to sustain, has a "landing pad. Chance to find blueprints, modspecs and other rare items, based on the size of ruins being mined; Generates some basic commodities (fuel, supplies, metals, machinery); delivered to. 3 (2023-08-24). Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. 4. Closer inspection may yield salvage. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. 8a (hte) Magellan Protectorate 1. 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,. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. I have 4 colonies up and running. 1. Very safe to add. Alliances offer mutual assistance in times of war. It used to be called Starfarer. Background. 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. Some of these also affect NPC colonies. With our comprehensive installation and usage guide, you’ll be able to install and use [0. You mean 97 of em, your techmining Ai got you covered. Jk, doesn't exist. 17. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. Aka stuff that's already in a storage. I have one size 10 colony with a tech mine, and several size 3 colonies with tech mines, but only the production report only mentions the size 10 colony receiving weapons and LPCs. Other than that i don't really bother with spending story points there. Especially if its. Human beings can survive unprotected exposure to the surface conditions of (market). Low Tech is always "Meh" but you don't need fancy blueprints for it to be effective. Tech Mining does payoff! comments sorted by Best Top. I cannot hear you over the sounds of "Danger Zone" playing loudly on my command center. Thats perfect. 1 a -RC6. •. 6. I'm off exploring, 10K ore already in my hold from prior finds, when I encounter a mining station carrying 20K ore in it. Hazard mining inc. 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. a version that is more faithful to the 2d sprite dimensions. I've done a Space Miner start before, with Roider Union and HMI being the. Abundant Volatiles: Abundant volatiles may be economically extracted from Nomios. Construct Mining Station "Construct a mining station in an asteroid belt or asteroid field. 95. 1a Modded] - KADUR SWARM I. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. A midline faction with a focus on smashing apart capitals via speed, alpha strikes and a lot of heavy, inaccurate ballistics. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. Never mind how my guys missed. It used to be called Starfarer. Leave your farming and tech mining operations intact. Starsector Beginner’s Guide Part 2 – Colony Building. 4) Note: you do not need an account to download from dropbox. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. Heavy Industry is an industry. Best way to do it in my opinion is to simply reduce the DP limit when starting the game, this way the AI is forced to spawn only one at a time making them quite manageable by any decent mid to late game fleet. 8 warships strapped together was too much, so combat versions will only get 4. With. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. I will mostly use the "lore" and in-game descriptions, like once you dig at the "technicals" of starsector tech it is super powerful. Thankfully we were all able to act fast and help find our brother under the rubble. Costs on average 0. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. e. ** 1% of people doing the tech-mining (so 10k people). 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. Has versions for 0. Its default name is "TTS Xenorphica". ago. I never got anything good from tech mining. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. I therefore hand out 8 keys to people who also love. ago. They updated the Yunru industries and Slightly better tech mining to no longer give the infinite buff and allow for higher salvage So now its default is 25%, it is configurableStarsector Stories Part 1 - Starsector Stories Gameplay Let's Play Playthrough-----If you enjoyed this video check my other current let's plays:Banished. By the Hammers of Ludd!v0. Larger colony size means more mining production. 5t4t35 • 1 yr. 7. : high flux, low hull, engines disabled etc. Autosave: reminds you to save! uses a very unobtrusive yellow text in the notifications area. It's an industry. FYI, mining specifically has two different items with separate requirements (each industry can only have one item at a time). Id rather wait fir it to show up on the job postings, no need to search every solar system. Starsector gives you the freedom to either build or destroy the galaxy, however you may please. 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. An outpost option is added in addition to "colonize" option for planets with ruins. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Infinite tech mining. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. The-world-ender-jeff • 8 mo. The ship is designed to utilize its excellent armor to drop shields in. The biggest problem with Tech Mining is they will attract enemies from Diktat or other major faction. | 105 followers on LinkedIn. 600. Provides +2 stability to the colony. TT's answer to the Monitor, but with a lot more bite. In conclusion, it's great for a few months and massive ruins is a plus. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for. So let's change that. Advertisement Coins. It used to be called Starfarer. Use the money you get back from the destroyed facilities to build up your defenses. It's. 3. Go to starsector r/starsector • by Aleksandrovitch. 3. 95. Oh_Henry1. 1] Slightly Better Tech-Mining…87 votes, 20 comments. *sponsored by long range ballistic weaponry gun walls. Despite occasional shortages, resilient. 1] Slightly Better Tech-Mining (Read 685 times)Where earth is destroy by a blue alien and a ship escape with all earth seed,animal dna , knowledge and has the capability to build a planet. 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. So does Tech Mining, before you build an industry, hover the mouse over it and see if it results in a stability drop. Tech mining is the only way to find blueprints. Changed a file name to help Linux users. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on. - Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders. . You can also find extra rare loot as it is excavated. New Faction, with more specialised weapons, carrier focus and fast ships. Wow, Hypershunt Tap would actually be good on this planet. Finally, you can build a colony on a planet with ruins and set up tech-mining. The other way to do it is with TASC and craft the special items you need. This is a verry interesting mod with lot of added cont. 95. So technically even sparse ruins are worthwhile. The techmining Ai core is doing a good job, dual flaks are an invaluable asset for pd support. 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 • tech mining with alpha core. 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. Battered and bruised miners are less useful. 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. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. 95. 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. Better Tech-Mining makes tech. And the planet name is bob. 4. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. 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). Nah bro, tech mining, the ruins await Reply LOST_REAPER59. the station, etc they are sending you to, IS there. 2D RPG/Trade/Fleet Combat Game. ticktockbent •. Dassault-Mikoyan Engineering. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. 5f) Mod, the choice for serious players seeking advanced features and customization options. Morthra. Fortunately console commands can help remedy things when my sector just didn't get (a lot of) certain. Orbital stations are equipped automatically. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. It is going to find more than that in…170 votes, 33 comments. Xhan empire has some very eldritch secret content. An armor-less Legion with quick feet. 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. | 296 followers on LinkedIn. I would recommend you to use the slightly better tech mining mod. Nothing too game-breaking in there. Nexerelin adds mining by default. toprock_478 • 17 days ago. 51K subscribers in the starsector community. Step one: Download Xhan Empire. videogame_asset My games. 44K subscribers in the starsector community. Thank you kind internet person I will try this out. 95 threats do not appear till the colony reaches size 4. 40K subscribers in the starsector community. Available as a standard modular fighter wing for any carrier, as well as the sole, build-in fighters for the Venture. yabbadabbadoo1. 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. You won't find a lot of working technology on a mining station, but that changes for something like an Orbital Laboratory. 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,. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. 95. When you've added the ones you want, enable them from the little "mods" link at the bottom of the launcher. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. 96a: - Support for Unknown Skies planet type change projects. There is another advantage to produce in faction. Tech Mining Industry Suggestion - "Tech Mining Operations Centre. 1 1. Download the archive for each and extract the contents to /starsector/mods. | HIGH VALUE, LOW RISK, GOLD, COBALT & BASE METAL. A lot of ship mods are also bundled with faction mods. Yunru's Pirates and Pathers. 1. 3 (extensive ruins) world/planet have revovered a corrupted nano forge, some supplies, and small amounts of metal, heavy machinery, fuel, small weapons etc. On a few worlds I found vast ruins and therefore decided to set up tech mining, directed it to my main colony, and let it go. -Shatterer Artillery, fire shells arcing into the z-axis, also has a neat crosshair. would at least be nice to not have to fly to the other side of the sector every few ingame months xD. Starsector is one of my favorite games because it stays consistently fresh after a hiatus. 95. * Footnote: Why you'd install even a beta core in tech mining I really don't. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. Focus on Uranium, Gold, and Rare Earths in Saskatchewan. The base tech-mining in Starsector 0. Intended as a reliable source and user of. Yes, generally 0. ago. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. By default, only one can be built per system, but this can be modified using the settings file. 1] Slightly Better Tech-Mining. 96a] Terraforming and Station Construction by boggled [0. 95. 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. Low-tech favors ballistic weapons and armor. 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. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. High. I believe the best you could do is white/blacklist weapons in your doctrine, but I don't know if it works nor do I recommend it. Faction, with interesting low-tech focus, and not standard weapons. Plurpo • 1 yr. The Onslaught is a large low-tech battleship with strong armor and great frontal firepower. 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. 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. 96a] Unusually Gullible Hullmods. Fastest way I've found at least. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. Advertisement Coins. Join a faction to gain useful support and represent them in war and peace, or start your own. . . - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. You build domain archaeology on a world with ruins. The chart details rewards in relation to each of the four types ruins. 1. In Starsector 0. A mine explodes when it hits shield or hull, or when the nine's ten second timer goes off. 1 / 2. 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. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. 2D RPG/Trade/Fleet Combat Game. Hi! I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. Added Cassicus-class escort destroyer (high-tech). Put an alpha core in your star fortress, then bait an ordo to it. 6. 95. 2D RPG/Trade/Fleet Combat Game. 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.