starsector tech mining. Hay Guys, since today i use the "Slightly better Tech Mining Mod" (yes, i have other mods active) and i thing there is a Problem. starsector tech mining

 
 Hay Guys, since today i use the "Slightly better Tech Mining Mod" (yes, i have other mods active) and i thing there is a Problemstarsector tech mining  QuickQuirk • 10

Premium Powerups . Costs on average 0. Author Topic: MOVED: [0. 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. If your colony attracts an expedition before Phase 1 is complete, just pay off the expedition with 100,000 credits (Intel - Colony Threats - Expedition - Avert Expedition Option) Avoiding Luddic Path CellsA Star Fortress is a tough opponent by itself. guarded in a Redacted system, with a warning beacon on it not to go to the surface, that was a host for tech mining. Hazard Mining Incorporation. An abandoned mining station, once a source of wealth and industry to feed the worlds and works of humanity. The unmodified hull is fielded by Tri-Tachyon, while the Pirates have one that lacks some weapon mounts. That you could unlock special blueprints, hullmods or industries that you couldn't find any other way. It is a very very late game approach, plus the chances are thin of finding something good, so try tech mining first Edit : just to be clear, you will have to raid the planets with orbital works to get the BP. 95. Low-tech favors ballistic weapons and armor. Provides +2 stability to the colony. Implemented Tech-Mining industry. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. With. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. It's. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. If you add 2 to production, you would get 50% the value. After some months, the chances you find blueprint/rare item becomes so low, that is better to go and get those items by raiding, also freeing industry slot for something more valuable by deleting tech-mining. (Not 20 months though- techmines should generally be replaced before then. "When to abandon tech-mining" is dependent on what you as a player want. Utilizing the latest in mining technology, its our mission to [ERR 4001a YOU DO NOT HAVE PERMISSION TO. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. 4. videogame_asset My games. 95a RC15Tech-mining doesn't need drugs. It is very fast, as fast as the Falcon, which means it can easily keep itself out of trouble and quickly join the fight if it enters the battle as reinforcement. 1-1. 9. Heavy Industry and Fuel Production pretty much need their own dedicated planets. Advertisement Coins. It's an industry. Starsector is one of my favorite games because it stays consistently fresh after a hiatus. The pirate version prior to 0. Larger colony size means more mining production. when I started this game I roleplay as miner fleet I avoid all fight until I became rich. Has versions for 0. This effect can be superseded by other mods. 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. 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. Re: [0. 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. Only played around with high tech. +1 on this, "tech mining" alone does a very poor job of implementing researching unknown technologies as part of the game. In general, some of the "expansion" mods are great. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. 4) Note: you do not need an account to download from dropbox. The lore also makes mentions to the empire being shady and involved in "black magic". Better Tech-Mining makes tech. Follow-up post: In the current version (i. Autosave: reminds you to save! uses a very unobtrusive yellow text in the notifications area. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Carrier doctrine all the way. Culann is the only planet that can drop Paragon blueprints from raids. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. Try insulated engines and augmented drive. Mining operations benefit from noninhabitable world status, as the autononous mantle bore can be used. 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. 95. cfg file. # 1 - All low tech sprites. Description: CAS adds a variety of warning sounds triggered by things that are happening to your ship in combat (ex. 95, and 0. There are also new. Tech mining is the only way to find blueprints. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. Based on available resources, Mining can produce the following. By default, only one can be built per system, but this can be modified using the settings file. 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). 1 upkeep. Nowadays there's a 10 OP difference between the two versions. 1a] Hazard Mining Incorporated (Nerf, Antinerf Ed. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. 343 votes, 18 comments. Depends on the size of the ruins. 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. 51K subscribers in the starsector community. 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. Where you see Yellow is Vapor Barrier and Mesh is where I was 5 mins before. Cryosanctum produces the following. 3 (extensive ruins) world/planet have revovered a corrupted nano forge, some supplies, and small amounts of metal, heavy machinery, fuel, small weapons etc. It used to be called Starfarer. 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. " Construct a mining station within an asteroid belt or an asteroid field. The Luddic Path is a faction in the Sector. Just wait for 2 or 3 probe or derelict ship missions in the same general area. In Starsector 0. Put an alpha core in your star fortress, then bait an ordo to it. 1a] Hazard Mining Incorporated (Compatibility Ed. Has versions for 0. Hazard mining incorporated supervillains adds two pirate like factions. 10 votes, 10 comments. Culann Starforge sells high tech ships (capitals or otherwise), as Tri-Tachyon is the only faction to use them (the Church and Hegemony use low tech ships, while the Persean League and Sindrian Diktat use midline ships). 1. Fastest way I've found at least. You'll want 3-4 colonies in the same system with High Commands on them. , 0. The Luddic Path is a faction in the Sector. This effect can be superseded by other mods. 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. 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. 95. Nothing too outlandish and fits with the base game well. Slightly Better Tech-Mining Hotfix. 6. ago. Starsector version 0. Is tech mining even worth it? So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. I installed Exotica Technologies which adds another ship customization system to the game. an industry. 3. This mod intends to expand the options for high-tech fleet doctrines. Read through those main mission descriptions carefully! This is also save-game compatible (but I cannot guarantee anything if you remove it mid-save). However, they can be turned in directly by talking to administrators/base commanders of. You don't have cookie cutter builds because the game isn't strictly about combat. When a mine does explode, it deals 2,000 high explosive damage. Go to starsector r/starsector. Closer inspection may yield salvage. They're essentially worthless. 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. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. 95. This adds 5 derelict ships to salvage, 3 important character. [deleted] • 2 yr. And the depletion counter is very handy. But for the first few months it can yield some really sweet loot, namely rare blueprints and beta/alpha cores. Well, you should never stop during. 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. You take the role of a space captain seeking fortune and glory however you choose. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. Shout out to the UAF for sending a relief fleet early into the colonization. Someone will probably correct me below, so check their comment too. . 95. Xhan empire has some very eldritch secret content. : high flux, low hull, engines disabled etc. Especially if you have the better tech mining mod. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. and ample ruins for tech-mining. Thankfully we were all able to act fast and help find our brother under the rubble. Oh yeah that ship will get the job done, but you only get the one shot. 40K subscribers in the starsector community. . One is designated your colony where things go like tech mining loot and built ships. Do something else for a week or so and go back to the academy, the dialog says something to that effect. Colonies are player-owned settlements on planets within the sector. I am too looking for files which I. There is an NPC in bars to talk to that offers BP's, random tho. Charlie, you're a little crazy sometimes, you know that?Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. This is a verry interesting mod with lot of added cont. 2D RPG/Trade/Fleet Combat Game Starsector Stories Part 1 - Starsector Stories Gameplay Let's Play Playthrough-----If you enjoyed this video check my other current let's plays:Banished. It's only downside is that it is a pure carrier and so it has almost no way of contributing to the fight. IMPACT's 100%-owned and operated underground silver mines feed a central. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. 2. Download link. 9. Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. toprock_478 • 17 days ago. Shielded holds if you get caught (you will eventually), good burn level, passable in combat. 91 for a while. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. Advertisement Coins. 1. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. Re: [0. 95. Step one: Download Xhan Empire. Hardly useless. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. 48838 Posts 3447 Topics Last post by rawkhawklives in Re: [0. High-tech favors energy weapons and bombers. A Star Fortress with a good supporting fleet is unbeatable. Abuse by SirHartley [0. Id rather wait fir it to show up on the job postings, no need to search every solar system. 1 1. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Explore Gaming. Also consider Better Tech-Mining (By Yunru). A lot of ship mods are also bundled with faction mods. 51K subscribers in the starsector community. 5f) Mod, the choice for serious players seeking advanced features and customization options. The Heron is a midline cruiser carrier. Would be a big incentive to build them if that were so. okay, i check that later. 0 - updated Sept 23 « 1 2 3. lol, i just found my industrial powerhouse planet, instant colony. I have 4 colonies up and running. 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. In-Game DescriptionMining Stations may contain hull-mod modspecs and significant amounts of. ago. It used to be called Starfarer. Usually after the final set of patch notes come. 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. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. 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. for when survey missions pop up for mining, research, caches, etc. It can be built at any Colony that has some degree of ruins. Mid Tech is amazing if you have the star fortress upgrade. The first mission will launch in April aboard SpaceX’s Transporter-7 rideshare launch. So if a colony needs 5 food, that would be provided in faction from your 8 food exporting colony. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. ago. It also adds a high tech pirate faction called the cabal. But for the first few months it can yield some. Elevate your Starsector gameplay with the [0. Hazard mining inc. 3. Dec 23, 2021. Updated the hulls frequencies to make some of the ships less uncommon. 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. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. Midline has a mix of both and has all of its guns on one side, plus a faster rotation speed. 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. DD+ Drones Added new fuel ship, added three tiers of a Domain Station which are buildable at colonies. Tech-mining is excellent. 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. Tech Mining Industry Suggestion - "Tech Mining Operations Centre. 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. My first and oldest mod. Even if it takes 20months that still works out to $22,500 per month. that means there's only 50% of tech left These ruins have been combed through, though the chance for a few new finds still remains. Phase ships have no profile at all, but they're usually uneconomical. A selection of low tech ships, [insert more description when not shattered]. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. 6. 4476 Posts 61 Topics. The Mudskipper Mk. Explore, explore, explore. 0 (unpackblueprints). Backwater farm colony is. 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. The ship is designed to utilize its excellent armor to drop shields in. The 6U CubeSat, which is being provided by space tech company OrbAstro, will be pre-loaded with “asteroid. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. I've spent my early game playing, mining and trading in HMI territory and surrounding uncharted worlds. Premium Powerups. Staff them well, put armor on them. Games. Logged. Elevate your Starsector gameplay with the [0. Independent-Gur1617 • 3 mo. All of the stations will get minefields & their own flavour of defence drones at tier 3. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Titan AE. 3. r/starsector • Been playing. Starsector > General Discussion >. Look for all kinds of derelict Domain probes, mining stations, research stations, and orbital habitatis. , 0. This is a verry interesting mod with lot of added cont. 7. 431 votes, 33 comments. search the big drone motherships and look through abandoned colony stations as well as tech mining. Mining, refining, heavy industry, fuel production and high command can all use their respective colony items on this world. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. With starsector, it's humans and things created by humans that bear responsibility for the current state of affairs - no excuses, no scapegoats. . Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. A mine explodes when it hits shield or hull, or when the nine's ten second timer goes off. It's an industry that gives you diminishing returns of items you want, and decent credits-worth of. Low-tech, High-tech, and Midline, all of which cost the same. 96a] Better Colonies 1. Hazard mining inc. Added one new Utility ship that has tugs and mining lasers. 9. Jk, doesn't exist. 2/ costs upkeep credits. | HIGH VALUE, LOW RISK, GOLD, COBALT & BASE METAL. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. 2. Infinite tech mining. 42K subscribers in the starsector community. Undertaking (LP) - Pather Siege engine, packs a scary missile. 96,. 2D RPG/Trade/Fleet Combat Game. , 0. There are also three types of orbital stations. Dumb question. Woe. This was a 9 fleet invasion force plus a patrol and detachment. As for new extra content mods, Apex Design Collective and Kyeltsiv Technocracy are both great up-and-comer mods. 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. Advertisement Coins. Good OP, compressed armor effectiveness and lots of guns but have very costly maintenance, large fuel costs and high crew requirements. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. HMI does add ships and stuff that make mining easier. 5/ has miniscule returns (you can literally get more from. 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. Would be a big incentive to build them if that were so. 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. Heavy Industry is an industry. 95 threats do not appear till the colony reaches size 4. It could be that all planets are sending the results to one planet. This game has been in development for something like 9 years, which you would think was in some kind of development hell. 2. in the first month. Tech mining had the issue in the past of having a 0. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. 1f) Feedback: Hey I started my current nexerelin play-through with an HMI commission with the intent of being an outer-rim miner starting out to get my initial funds. 0 coins. Yunru's Pirates and Pathers. Now it, as was intended, drops the same value of goods, just of a better quality. -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. 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. 2D RPG/Trade/Fleet Combat GameNew factions have their own music, portraits, tech and skins. 6. For those like me who didn't know this - you can find it here: C:Program Files (x86)Fractal SoftworksStarsectorstarsector-coredataconfigsettings. 95. leaving the colonists cripplingly low on both food and the knowledge necessary to build and maintain advanced technology. The heavy blaster is better in 99% of cases. 2D RPG/Trade/Fleet Combat GameWhy 30 seconds? It only takes 8 to fully reload the blasters (12 with Expanded Mags). Raiding a planet with a heavy industry or orbital works is not a guarantee for blueprints. 2. prettyboiclique • 4 mo. I wonder how you'll balance Starsector-tech in this fic because some of it is hilariously bullshit at times like dimensional-shifting,. Elevate your Starsector gameplay with the [0. Re: [0. Orbital stations are equipped automatically. ticktockbent • 1 yr. I'd just choose whichever one you like. 4 New Features - New music! - Added pirate skin of Wrecker - Added zapping mechanic for Zap SRMs - Redesigned Firestorm's mount arcs . Upgrade your spaceport to a megaport. 14865315874. 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. HMI (the faction) isn't just about mining anyway. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. Leave your farming and tech mining operations intact. 3. Changed a file name to help Linux users. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. 13. You'll need to either raid Culann repeatedly to get the blueprints, or take a Tri-Tachyon commission. 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. Uncategorized. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Cryosanctum is a special non-industry structure. 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. Yeah, so I wanted to turn tech-mining industry into structure. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. 96, combining pirate and Pather. Salvage Yards come with a -20 quality penalty if they are the only exporter of hulls on. By default, they occupy an ideal star system located near the Core Worlds, with the best planetary conditions and industries for maximum commodity production and defenses. # 0 - Alternates between low tech, midline and high tech sprites. It used to be called Starfarer.