Elevate your Starsector gameplay with the Whisper's Techmining Alteration Mod, the choice for serious players seeking advanced features and customization options. Pteroma - Shield tanking cruiser, can pack quite a punch. Updated support for Version Checker. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. 1. 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. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. 95. High Tech Expansion 1. Starsector 0. AI Cores are rare loot items found during salvage. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. And a good amount of atrocities. However, the upkeep cost is limited to 1. Mining Drones: increase their radius to 1500, long enough to do something useful as support, give them a second Mining Laser, so that they're semi-effective combatants, give them a bit more armor so that they're more effective as meatshields, and decrease the rebuild time, so they don't feel like a one-shot. 2D RPG/Trade/Fleet Combat Game. 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. 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. 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. Premium Powerups. ago. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. : 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. Hazard mining inc. Well, in base game the omega are out there. -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. 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. Go to starsector r/starsector. The Gargoyle is a high-tech station defense drone featuring the advanced Paladin PD System and its own shield generator. Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. I went and checked the size 3 colonies, and. Especially if its. 96a] Better Colonies 1. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. Pather cells are also generated on player and NPC colonies, supported by hidden bases in uninhabited systems. One is a shipyard (Siren), and another one is a heavily fortified Tech Mine (Stray Dog). I don’t plan to abuse it and make my ships OP. Then set up your 6 planets colony. High Tech Expansion: adds more HT ship hulls. The base tech-mining in Starsector 0. 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. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. 17. Aka stuff that's already in a storage. 3. 1 / 2. Starsector [0. Charlie, you're a little crazy sometimes, you know that?Silver Dollar Resources Inc. Other industries need higher population counts to be effective. Mining does not provide any benefits to the colony. There is an NPC in bars to talk to that offers BP's, random tho. Join a faction to gain useful support and represent them in war and peace, or start your own. . Costs on average 0. You take the role of a space captain seeking fortune and glory however you choose. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Advertisement Coins. The 6U CubeSat, which is being provided by space tech company OrbAstro, will be pre-loaded with “asteroid. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. Virginia Tech’s Department of Mining and Minerals Engineering trains its graduates to help lead the world. The pirate version prior to 0. Explore. You can mine asteroids in the Nexerelin mod. That you could unlock special blueprints, hullmods or industries that you couldn't find any other way. Slightly Better Tech-Mining 0. 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. A single alpha core is worth $450,000. 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. You should also use "hazard pay" on your mining planet to make it grow. I've done a Space Miner start before, with Roider Union and HMI being the. Join. Focus on avoiding planetary features that lower accessibility, like high gravity. 95. Starsector is very different, in that unlike WoW, you have numerous playstyles. Reducing the produce to a more drawn out cycle encouraged continued exploration - finding more worlds with ruins so I could alleviate some of the downtime. 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. Jul19 - Nov24, cycle 207staple battleship spotted at sindria open market! w00t! ITINERARYYamaNachiketa (totally forgot to buy fuel. 96a] Terraforming and Station Construction by boggled [0. 9. Based on available resources, Mining can produce the following. High tech battlecruiser that goes really fast, it makes for a cool player ship. 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. 7. Creates an independent Open Market on the colony. 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,. Many small ships can fit medium energy weapons. The Luddic Path is a faction in the Sector. . It’s an industry that gives you diminishing returns of items you want, and decent credits-worth of… useless materials that other industries supply in. I'd say read both descriptions and figure out whichever you prefer if you just want to use one. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. Nexerelin adds mining by default. r/starsector • tech mining with alpha core. By default, only one can be built per system, but this can be modified using the settings file. It can be built at any Colony that has some degree of ruins. Some nice things like blueprints and rare items are dropping some time after you build tech-mining. ago. Think of it as linear warriors and quadratic wizards, where tech mining is the warrior and other industries are wizards. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. Use any extra deployment points to deploy long ranged ships to support your station, hit autopilot and go make a sandwich or something. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. Which is dirt cheap. 1 1. It used to be called Starfarer. in the first month. 95, and 0. Essentially a larger version of the Dominator. 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. This was a 9 fleet invasion force plus a patrol and detachment. Hazard mining inc. +1 production (Mining). 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. 96a] System Marke. New interesting faction, and stuff to explore. 1. 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. Depends on the size of the ruins. . yep, and make notes. Excellent aesthetic and balanced decently well. I therefore hand out 8 keys to people who also love. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. Yeah, so I wanted to turn tech-mining industry into structure. 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. Many small ships can fit medium energy weapons. 77 votes, 22 comments. I'm off exploring, 10K ore already in my hold from prior finds, when I encounter a mining station carrying 20K ore in it. •. 95. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. Teck was originally formed in 1913 as Teck-Hughes Gold Mines Ltd. •. ago. Edit: To be clear, this is a 100% serious response. Intended as a reliable source and user of. ago. When a mine does explode, it deals 2,000 high explosive damage. Advertisement Coins. Charlie, you're a little crazy sometimes, you know that? Oh, silly me! i thought it was hot because of close proximity to sun not cause of the volcanic nature, so that was my logic Thanx for elaborating on that one! Is there a chance you could maybe in future combine tech mining with domain archaeology so that it wont have to take 2 industry slots to have both? what i gather from the description they are pretty much the same thing, so it would be. Karl-Draigo Upstart Military Dictator • 4 yr. Titan AE. +1 on this, "tech mining" alone does a very poor job of implementing researching unknown technologies as part of the game. Hazard mining incorporated supervillains adds two pirate like factions. 3. You're wondering when to stop your tech-mining when ruins become literally unattainable. chevron_left. Titan AE. Tech mining had the issue in the past of having a 0. All of the stations will get minefields & their own flavour of defence drones at tier 3. 96a] Unofficial New Game Plus 0. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. As for what Alex had to say about them. I cannot hear you over the sounds of "Danger Zone" playing loudly on my command center. In my current game, the tech mining on one planet was sending everything to the first planet I colonized instead of. Nothing too outlandish and fits with the base game well. , focusing exclusively on gold mining near Kirkland Lake, Ontario. Human beings can survive unprotected exposure to the surface conditions of (market). 0. It could be that all planets are sending the results to one planet. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. Games. | 105 followers on LinkedIn. . check the governor. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. 95. While Tech Mining is flat. It's been tested with v a nill a St a rsector 0. The ship is designed to utilize its excellent armor to drop shields in. Changed a file name to help Linux users. 2. **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. useless materials that other industries supply in vaster quantities. 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. Lukas04 1 yr. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Habitable worlds and worlds with organics and/or farmland are much rarer than ones with minerals or volatiles. Re: [0. 1a] Unknown Skies by Tartiflette [0. Depending on the level of ruins it can go for quite a while. 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. Vast ruins are 8, and drops by 2 for every level under, if I recall. megaboto •. Given how many players seem to happily satbomb millions, we've no place to judge though. a version that is more faithful to the 2d sprite dimensions. 95. The first mission will launch in April aboard SpaceX’s Transporter-7 rideshare launch. 2. Throughout the first half of the. Market conditions are properties of a market representing local environmental or social conditions. 1. 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. 1a] Hazard Mining Incorporated (Sick of Waiting Ed. 95. Starsector > Mods > [0. [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. 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. 1 upkeep. Also, Google should be able to help with colonizing questions. They have teleporting mines, fortress shields and drone defence platforms with guardians and fortress shield. Staff them well, put armor on them. 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. 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. Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. 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. Here are some possibilities: Salvaging derelict domain probes or facilities. In fact, it has no inputs or outputs colony-wise but every month it produces some salvage products, including chances for blueprints, AI cores, and nanoforges. I have had that mod once but it gave me so much rare stuff it was insane. Tech Mining does payoff! comments sorted by Best Top. 4/ has no "dramatically" higher chance of finding things on the first mining. 10 votes, 10 comments. Also UAF contacts can't get you ships and Supercaps cheaper, Yamato contact will sometimes sell you Supercaps even cheaper because she steals them. Also, new Remnant-like faction. Starsector > Mods > [0. ago. ” Construct a mining station within an asteroid belt or an asteroid field. ago. 6 units of supplies. 5t4t35 • 1 yr. Control robots and drones, research technologies, build a spaceship, plant crops, seal oxygen leaks, create an ecosystem to preserve the fragile life in frigid open space. Gladius: better armor /. 13. ago. Better Tech-Mining makes tech. He is now home with his family (Shore Beam Rolled) 100 yr old building. Better Tech-Mining makes tech. (Not 20 months though- techmines should generally be replaced before then. Low Tech Armada. High Tech is always good- IF you have high tech weapons blueprints, otherwise it'll load out with mining blasters and mining lasers, making in hilariously bad. 2. basically any weapon/blueprint/colony item that's added to the normal loot list (so not [SUPER REDACTED] weapons) should show up there, including modded loot if they added it to. an industry. Worlds with ruins for "tech mining" are valuable, but aren't necessary to produce a self-sufficient colony cluster. Compatibility improvements I intend to make once other mods update for 0. Repeat until you have enough cores. 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. - Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders. Just stay below 7. 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. Ships. Sometimes you luck out, sometimes you get nothing. 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. Programs. Larger colony size means more mining production. 0 by Originem [0. check the governor. When you've added the ones you want, enable them from the little "mods" link at the bottom of the launcher. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button. Kadur remmnat, Secrets of the Frontier, Heavy Mining Industries, Brighton federation, Star Federation, and tahlan shipworks. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. an industry. And by storage I mean clicking on the storage button when looking at your colony, which is separate to the first thing you see: your colonies resource stockpileUnderworld adds some new content for pirates and more ships. Generally speaking:Changing Nexus brings in Takeshido and Epta technologies. They start at the southeast periphery of the core worlds. This is a verry interesting mod with lot of added cont. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Starsector > Suggestions > Improved Tech-Mining / Production Report. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn. Civilian ships are usually awful for stealth. The Dominator-class Heavy Cruiser is a low tech design focused on bearing overwhelming firepower and surperior armor. Socials. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. And to get the blueprints is exploring or tech mining. Implemented Tech-Mining industry. Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. 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. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. 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. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Mid Tech is amazing if you have the star fortress upgrade. Reply reply the_gamers_hive • I find it easier to just get a commission with UAF and start hunting stations, having a commission seems to greatly increase blueprint drop rate for said. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. r/starsector • Been playing. ago. Never mind how my guys missed. While Tech Mining is flat. You should also use "hazard pay" on your mining planet to make it grow. (EDIT, Thanks to u/pedro1_1 ). Phase ships have no profile at all, but they're usually uneconomical. Colonies are player-owned settlements on planets within the sector. This will make the ruin refresh when techmining reaches a certain threshold and you can get infinite special items from them. Mining Complex Beta-Eleven, a designation I'd lifted from the fusion reactor's terminal, was, as the name implied a mining base. It also includes one new low-tech light capital to give the Hegemony a fighting chance. Perhaps it's a balance reason, but shaving. Biofactory Embryos have a base price of 120 000 credits. Advertisement Coins. A selection of low tech ships, [insert more description when not shattered]. This adds 5 derelict ships to salvage, 3 important character. Added to the game Only up to date for version. 95. If Tech Mining is not possible, then both refining and Fuel Production. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. 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. It randomly spawns in mines near to enemy ships. One is designated your colony where things go like tech mining loot and built ships. EDIT: 2 hours later (mar 1, 207; 1 month report) Monthly salary report: ~48,000cr paid; 83,000cr received. 47K subscribers in the starsector community. Wall collapse that had buried a co worker under 4 foot of brick. Thats perfect. 25 instead of a 1. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. 95a RC15Tech-mining doesn't need drugs. Starsector gives you the freedom to either build or destroy the galaxy, however you may please. My auxiliary ships usually outnumber the escort ships. 95. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. 96a] ED Shipyards 2. Raspberry7777 • 2 yr. Backwater farm colony is. 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. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. for when survey missions pop up for mining, research, caches, etc. Then I have 3 Falcon (P) with converted hangars which act as supporting role to draw attention of larger ships and give additional fire. The advanced tech mining mod is a godsend . 96, combining pirate and Pather. You can build another fleet thingy to double up defense, you can. Description: CAS adds a variety of warning sounds triggered by things that are happening to your ship in combat (ex. There are also three types of orbital stations. ago. 1 a -RC6. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. ReplyProbably this. The techmining Ai core is doing a good job, dual flaks are an invaluable asset for pd support. Table of Contents:Press "d" and then "5" to see where all the loot is going. Colonies were added in version 0. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. low/mid/high tech in. The Shrike is a fast, cheap destroyer. Do something else for a week or so and go back to the academy, the dialog says something to that effect. Shout out to the UAF for sending a relief fleet early into the colonization. Planetary Ruins - Provide loot and allow for building of the Tech Mining colony item which can rarely spawn rare ships and blueprints. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . Putting an alpha core into a fully upgraded high tech orbital station brings a tear to my eyes. Some nice things like blueprints and rare items are dropping some time after you build tech-mining. It really was. Infinite tech mining. I would recommend you to use the slightly better tech mining mod. 96a] Substance. It tears everything up without ever getting hit. PS: Mercy system, there's an abandoned station at the edge of the system that you can see on the. Torpedo upon your shieldless gas can. Those could be very well filler ships. Hi! New player here. 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. 96a] Too Much Information by Timid [0. I never got anything good from tech mining. Face smashing optimized fleet in dock for short trips that require such input. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. Diable Avionics is certainly my favourite faction mod in terms of ships. Starsector Beginner’s Guide Part 2 – Colony Building Various structures can be built to increase this rating such as an orbital station, patrol HQ (for in-system NPC patrol fleets), ground defenses,. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. 1a with no skills. 2D RPG/Trade/Fleet Combat Game. Their wanzers range from light fighter-infantry to frigate-equivalent monsters. -Shatterer Artillery, fire shells arcing into the z-axis, also has a neat crosshair. Dec 23, 2021. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. Tech mining is 1 or 2. If you are trying to do tech-mining early game hoping to strike big when you are still worried.