Fastest way I've found at least. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn. A bunch of weapons beyond just the mining blaster add to your fleet's overall mining ability, which lets you kit out logistics ships with small mining weapons as a way to squeeze out value from their unused weapon slots. It's an industry that gives you diminishing returns of items you want, and decent credits-worth of. Yunru's Pirates and Pathers. 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. Question about Tech Mining deliverables . • 2 days ago. The 6U CubeSat, which is being provided by space tech company OrbAstro, will be pre-loaded with “asteroid. Starsector gives you the freedom to either build or destroy the galaxy, however you may please. Elevate your Starsector gameplay with the [0. 49K subscribers in the starsector community. Added to the game Only up to date for version. I've spent my early game playing, mining and trading in HMI territory and surrounding uncharted worlds. Many small ships can fit medium energy weapons. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. Id rather wait fir it to show up on the job postings, no need to search every solar system. lol, i just found my industrial powerhouse planet, instant colony. 350 votes, 108 comments. I installed Exotica Technologies which adds another ship customization system to the game. So it has always been, so it shall be so long as humans are human. 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. The Dominator possesses relatively weak shields and has an underwhelming flux capacity given its typical weapon loadouts. 3/ provides *no* benefit to the colony. That you could unlock special blueprints, hullmods or industries that you couldn't find any other way. With starsector, it's humans and things created by humans that bear responsibility for the current state of affairs - no excuses, no scapegoats. 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. This is a mod for StarSector. Explore, explore, explore. Hazard mining inc. blessings be mf. While it has higher flux/s, it also has higher efficiency so for a given amount of flux you get more damage out. (EDIT, Thanks to u/pedro1_1 ). Exploring for silver, copper, and gold in two of the most prolific mining jurisdictions in the world | Silver Dollar is a mineral. Re: [0. useless materials that other industries supply in vaster quantities. you how much finished building if you have any orders from your heavy industry facilities as well as your loot from tech mining. Magellan Protectorate. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. 1a] Better Colonies 1. , 0. ago. 3. Essentially a larger version of the Dominator. 14865315874. 95. 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. 1g) Ed. They're essentially worthless. No need to think long-term with these. 2/ costs upkeep credits. Tech-mining is excellent. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. High-tech favors energy weapons and bombers. Can't mine in vanilla. 95. First your mod is a fantastic idea. Heavy Industry is an industry. So I found seele and it's research station, but I am really struggling against the horrors. 46K subscribers in the starsector community. 2. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. Better Tech-Mining makes tech. Sometimes the various factions will give you missions for derelicts, probes or whatever. Builds high tech station, has nothing but mining lasers on it :( Reply Arthur_The_Ok • All hail the [SPACE DORITOS] • Additional comment actions. Advertisement Coins. : med sized mining centric faction that focuses primarily on the out edges of the core worlds and. 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. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain. Low risk of losing a ship because the star fortress does all the tanking. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. It’s… an industry. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al. Mid Tech is amazing if you have the star fortress upgrade. Wall collapse that had buried a co worker under 4 foot of brick. 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. Searchlight Resources Inc. Here are some possibilities: Salvaging derelict domain probes or facilities. Changed a file name to help Linux users. Premium Powerups Explore Gaming. . Has 100% hazard by default, and moderate ore resources. Only played around with high tech. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Arcadia is a small system with one Hegemony and two Independent markets. Charlie, you're a little crazy sometimes, you know that?Silver Dollar Resources Inc. 96,. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. Get at least one rig and drone thingy to get some more loot. Hi! I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. 3. Low Tech Expansion, Midline Expansion, etc. Starsector Beginner’s Guide Part 2 – Colony Building. Colonies are player-owned settlements on planets within the sector. SufferNot • 2 yr. Culann is the only planet that can drop Paragon blueprints from raids. Biofactory Embryos have a base price of 120 000 credits. And if you do it too much it decivilizes and you get nothing. Also, new Remnant-like faction. Run em until you get the text that the ruins have been 'comprehensively combed over' on hover then close them. . Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. 95. | 296 followers on LinkedIn. | 105 followers on LinkedIn. ReplyIf all else fails, the core planets with heavy industries and orbital works might just give you the rare BP youre looking for. Infinite tech mining. The Luddic Path is a faction in the Sector. megaboto •. Put an alpha core in your star fortress, then bait an ordo to it. Re: [0. I'd just choose whichever one you like. Mining is an industry. By becoming a member, you'll instantly unlock access to 2 exclusive posts. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button. I never got anything good from tech mining. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Any ship you stick a mining tool on can mine, and will be at risk of damage. ) Take the number for grain of salt, I’m always huffing that additional tech mining and didn’t paid much attention to. 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. 0 coins. 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. Well, you should never stop during your. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. And the planet name is bob. Civilian ships are usually awful for stealth. 14865315874. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. 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. Battle Brothers is another and many other classical RPG games. Jul19 - Nov24, cycle 207staple battleship spotted at sindria open market! w00t! ITINERARYYamaNachiketa (totally forgot to buy fuel. Upgrade your spaceport to a megaport. Any ship you stick a mining tool on can mine, and will be at risk of damage. If the single highest demand for each legal resource is lower than the highest export in-faction, you get a 50% colony upkeep reduction. 40K subscribers in the starsector community. That movie was the shit. 6. 343 votes, 18 comments. 13. 48K subscribers in the starsector community. Table of Contents:Press "d" and then "5" to see where all the loot is going. You won't find a lot of working technology on a mining station, but that changes for something like an Orbital Laboratory. It's an industry. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. 1a] Unknown Skies by Tartiflette [0. Midline has a mix of both and has all of its guns on one side, plus a faster rotation speed. ). Creates an independent Open Market on the colony. Vast ruins are 8, and drops by 2 for every level under, if I recall. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. High tech stations are a bitch to fight, since most of them just spam plasma cannon. 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. Low tech and High tech stations are virtually the same. r/starsector • Been playing. 9. 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. Find the perfect mod to enhance your gaming experience today. Advertisement Coins. 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. Other than that i don't really bother with spending story points there. 2. Raiding a planet with a heavy industry or orbital works is not a guarantee for blueprints. Check close by the star/black hole, all the planets, rings, asteroids, and warp points. Fourth slot is High Command. I completely. Starsector. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Technology. 2D RPG/Trade/Fleet Combat GameWhy 30 seconds? It only takes 8 to fully reload the blasters (12 with Expanded Mags). Other industries need higher population counts to be effective. An outpost option is added in addition to "colonize" option for planets with ruins. 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. Background. 3. The Shrike is a fast, cheap destroyer. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. After defeating it, the ship can be recovered in a somewhat weaker form for player use. 91, 0. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. Nothing too game-breaking in there. The base tech-mining in Starsector 0. I have 4 colonies up and running. Since it is a high tech ship, the Afflictor is very rare, especially in its default design, and can occasionally be. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. Elevate your Starsector gameplay with the [0. ticktockbent • 1 yr. The advanced tech mining mod is a godsend . Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. If you store other stuff there you might not notice, as the usual loot are weapons, supplies, fuel etc. Nothing too outlandish and fits with the base game well. 95. 7. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. The bigger the ruins, the more you get. 8. When a mine does explode, it deals 2,000 high explosive damage. 0 (unpackblueprints). I find the valiant 9th+ gen wanzer is a. 0 – Respawn Fleets Scale with Ships Lost [Starsector Mods][0. JDCollie • 1 yr. culann is the only one with heavy industry so therefore its the only one that can drop without intervention*. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. However : once a month you get a report about custom production etc and that also contains your tech mining loot. Really speaks to me. See moreAdmiral Posts: 1560 [0. My auxiliary ships usually outnumber the escort ships. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. « Reply #37 on: February 28, 2022, 01:57:13 PM ». Don't leave anything at the colony so you can close it without having to visit (unless its vast, then for sure put an alpha core + story point it for 50% extra. The first mission will launch in April aboard SpaceX’s Transporter-7 rideshare launch. Larger colony size means more mining production. 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. 1a] Hazard Mining Incorporated (Gen Waffle Ed. speedup- gives a battle speed up good when is just clean up in battles or easy win. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. 95. 1 / 2. - Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders. Their job had been to extract raw materials from underground and fabricate. Backwater farm colony is. on Today at 04:53:01 PM Modding Resources. 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. I don’t plan to abuse it and make my ships OP. Tech mining world filled with AI cores gets pathers. in the first month. 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. •. With our comprehensive installation and usage guide, you'll be able to install and use [0. Wow, Hypershunt Tap would actually be good on this planet. The-world-ender-jeff • 8 mo. 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. 2D RPG/Trade/Fleet Combat Game. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. IMPACT's 100%-owned and operated underground silver mines feed a central. Logged. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 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. 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. 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. It can be installed into Light Industry. View community ranking In the Top 5% of largest communities on Reddit. and another 35K in the mining station's debris field. 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. But, as someone who carries the same key ships through most of their play through, I thought it would be a worthwhile addition. Re: [0. HMI does add ships and stuff that make mining easier. This effect can be superseded by other 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. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. Tech mining had the issue in the past of having a 0. 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. starship legends- give ships and crew some personality. Low-tech, High-tech, and Midline, all of which cost the same. Fixed now though. 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. 96a] Substance. Just stay below 7. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. I am too looking for files which I. Join. 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 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. Next Post [Starsector Mods][0. It can be built at any Colony that has some degree of ruins. TT's answer to the Monitor, but with a lot more bite. When I try to fight one, I just watch as my entire fleet overloads in less. They're shady as hell and do a good amount of scavenging and tech-mining too. json - then search: techMiningDecay and. 10 votes, 10 comments. Vast ruins are 8, and drops by 2 for every level under, if I recall. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Starsector > Mods > [0. Yeah but they can get dog piled and flux locked with a sufficiently strong fleet. 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. 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. Special Items are particularly notable for their unusual uses. a version that is more faithful to the 2d sprite dimensions. Provides +2 stability to the colony. by InquisitorViktorTarr. Human beings can survive unprotected exposure to the surface conditions of (market). speedup- gives a battle speed up good when is just clean up in battles or easy win. You can build another fleet thingy to double up defense, you can. 0. Dumb question. 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. However, the upkeep cost is limited to 1…. 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. Center of the Arcadia System Planetary Conditions Population: Thousands of people call Nomios home. High Tech Expansion 1. Fourth slot is High Command. Re: [0. 0. 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. Do something else for a week or so and go back to the academy, the dialog says something to that effect. Question though : is it intentional for me to find really powerful stuff very frequently ? Elevate your Starsector gameplay with the [0. Join a faction to gain useful support and represent them in war and peace, or start your own. 95. This will make the ruin refresh when techmining reaches a certain threshold and you can get infinite special items from them. The Lanestate Union is a definitely unbalanced faction that revolves around a tall, bulky, mid-line (ish) low-tech armada with a heavy focus on Ballistics and a share of other types from the side. 51K subscribers in the starsector community. Increases colony income by 25%, or by 125% with an Alpha Core, a. The product of multiple mentions. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for. Some of these also affect NPC colonies. 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. PS: Mercy system, there's an abandoned station at the edge of the system that you can see on the. I felt it answers it as there's no single answer. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. 2D RPG/Trade/Fleet Combat Game. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. Upon seeing the upgrade mechanics, I was very excited to see a. Go to starsector r/starsector. ) (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. AI usage as is the nature with battlecruisers is mediocre, it's a ship that takes skill since the system propels it only forward. You'll want 3-4 colonies in the same system with High Commands on them. These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. I warn you, though. Hazard Mining Incorporated adds a new faction, several new ship categories and. It can be built at any Colony that has a Spaceport. 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. 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. 9. The pirate version prior to 0. when I started this game I roleplay as miner fleet I avoid all fight until I became rich. Valheim Genshin. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. the station, etc they are sending you to, IS there. 96a: - Support for Unknown Skies planet type change projects. This was a 9 fleet invasion force plus a patrol and detachment. Nexerelin adds mining by default. Change logs are released and updated incrementally. But that's silly for most players. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. Auroran Military Markets of New Auroria and Lunarium sometimes sell Solvernias and Novaeria, have to be commissioned an cooperative. Advertisement Coins. Tech-Mining does not provide any benefits to the colony. 6. 40K subscribers in the starsector community. Its default name is "TTS Xenorphica". Someone will probably correct me below, so check their comment too. Mining Lasers are a poor man's PD laser equivalent, having longer range but horrible damage. 412 votes, 48 comments. ReplyProbably this. 95. It used to be called Starfarer. If Tech Mining is not possible, then both refining and Fuel Production. I would recommend you to use the slightly better tech mining mod. , 0. 2D RPG/Trade/Fleet Combat Game. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. Cryosanctum is a special non-industry structure. prettyboiclique • 4 mo. All of the current special items have uses in modifying certain industries. 95. Sojurn - Lots of small energy mounts and. So if a colony needs 5 food, that would be provided in faction from your 8 food exporting colony. 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. r/starsector • High tech is like Apple : Complete waste of money.