starsector tech mining. WASHINGTON — A startup with plans to mine asteroids for metals says it will launch its first two missions this year, including one that will fly by a near Earth asteroid. starsector tech mining

 
WASHINGTON — A startup with plans to mine asteroids for metals says it will launch its first two missions this year, including one that will fly by a near Earth asteroidstarsector tech mining  Fixed now though

ago. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. | HIGH VALUE, LOW RISK, GOLD, COBALT & BASE METAL. Mining Blasters offer extremely high damage in exchange for crippling flux draw - it's possible to build a ship around using them, but there's often better options available. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. lol, i just found my industrial powerhouse planet, instant colony. Morthra. 95. fuel siphoning- when you explore youcan get fuel in sectors by going in the clouds but use supplies. 38. And there's the base sensor profile anyway. Special Items are particularly notable for their unusual uses. r/starsector • tech mining with alpha core. 1a] Hazard Mining Incorporated (Sick of Waiting Ed. Step three: Go to the blue giant in the top left corner of the map. 7. Depending on the level of ruins it can go for quite a while. 6. 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,. 2 is a frigate converted from the Mudskipper. Fourth slot is High Command. 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. So does Tech Mining, before you build an industry, hover the mouse over it and see if it results in a stability drop. Expectation: The more you increase tech mining findings via improvements, the more (and better) loot you get, similar to the (wrongly) additional loot from 0. Woe. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. 1] Slightly Better Tech-Mining with ease and take your gaming experience to the next level. It used to be called Starfarer. Ultimately I decided to settle on it and build tech mining. Starsector Beginner’s Guide Part 2 – Colony Building. 412 votes, 48 comments. If you add 2 to production, you would get 50% the value. 95. 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. The Dominator possesses relatively weak shields and has an underwhelming flux capacity given its typical weapon loadouts. Drugs are exported as long as the AI has a demand for it (Mining) not until you stop importing organics. 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. Join a faction to gain useful support and represent them in war and peace, or start your own. Games. Infinite tech mining. I'm off exploring, 10K ore already in my hold from prior finds, when I encounter a mining station carrying 20K ore in it. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. Keep in mind lowering fuel cap and the compromised storage would be extra rough, and that all these problems and low burn. 48K subscribers in the starsector community. A nice spread of exploration content and wonderfully rusty junkships that fit perfectly into the world of Starsector. Thats perfect. Raspberry7777 • 2 yr. Nexerelin adds mining by default. This mod adds high tech ships and weapons to Independents (and pirates) as well as a few unique bounties. 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. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3 Recreational drugs equal to colony size Deposits may be ore, rare (transplutonic) ore, organics or volatiles Tech-Mining: 150000¢ 45 days (Ruin size) * 500¢ These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. When a mine does explode, it deals 2,000 high explosive damage. ago. 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. I am too looking for files which I. Dassault-Mikoyan Engineering. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. All of the current special items have uses in modifying certain industries. Creates an independent Open Market on the colony. Trace Organics: Nomios is nearly barren of organics reserves,. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. Explore, explore, explore. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. There are others, and it gets blurry in places, but for this post, these two are what’s important. There are also three types of orbital stations. Otherwise you would fight the ambush battle then slowly repair before the main battle. Nothing comes close to that. He is now home with his family (Shore Beam Rolled) 100 yr old building. Costs on average 0. The chart details rewards in relation to each of the four types ruins. Look for all kinds of derelict Domain probes, mining stations, research stations, and orbital habitatis. In my current game, the tech mining on one planet was sending everything to the first planet I colonized instead of. - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. Upgrade your spaceport to a megaport. megaboto •. But at least they responded to distress calls. Tech mining is the only way to find blueprints. 1. Larger colony size means more mining production. 95. 0 – Respawn Fleets Scale with Ships Lost [Starsector Mods][0. They're shady as hell and do a good amount of scavenging and tech-mining too. Someone will probably correct me below, so check their comment too. I have 4 colonies up and running. Fixed now though. Especially if you have the better tech mining mod. | 105 followers on LinkedIn. 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. Low-tech favors ballistic weapons and armor. 95. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. 87. Hardly useless. tech mining with alpha core. Exotica Technologies Mod Question. 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. It's an industry that gives you diminishing returns of items you want, and decent credits-worth of. You take the role of a space captain seeking fortune and glory however you choose. High Tech Expansion: adds more HT ship hulls. 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. 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. 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. 95. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. In-Game DescriptionMining Stations may contain hull-mod modspecs and significant amounts of. 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. Tech-Mining does not provide any benefits to the colony. But to turn it into structure just go to D:Starsectorstarsector-coredatacampaign and open industries with WordPad and find techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial". 6. The Luddic Path is a faction in the Sector. Provides +2 stability to the colony. 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. Stealing an existing one from a faction in a raid. I’d say, at the bare minimum, look for a system with a habitable planet with food/organics, a really good mining plant and a good gas giant or cryovolcanic world. I never got anything good from tech mining. Hazard mining incorporated supervillains adds two pirate like factions. It used to be called Starfarer. All of the stations will get minefields & their own flavour of defence drones at tier 3. starship legends- give ships and crew some personality. 1. Aside from the normal faction fleets, Luddic Path raider fleets. I'll second that DIY and Better Tech-Mining are good mods. Any ship you stick a mining tool on can mine, and will be at risk of damage. This adds 5 derelict ships to salvage, 3 important character. Mid Tech is amazing if you have the star fortress upgrade. 3. Put an alpha core in your star fortress, then bait an ordo to it. - Allow the Remnant Station to support artillery stations from Industrial Evolution. It can be built on any Colony with access to. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. The ship will then be produced and delivered at the end of the month, stored at the designated planet. Carrier doctrine all the way. more edit: also, if there is a spare shithole planet in one of the systems, take it. Gas giants are the only place where. EDIT: 2 hours later (mar 1, 207; 1 month report) Monthly salary report: ~48,000cr paid; 83,000cr received. Would be a big incentive to build them if that were so. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. Do tech-mined blueprints and items get delivered to your rally point colony? « on: November 29, 2018, 08:57:53 PM ». Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. (Not 20 months though- techmines should generally be replaced before then. It used to be called Starfarer. At first i entered a separate new savegame, went to an edge of the system where there were a lot of planets, used cheats to spawn in vast ruins, colonized them and story pointed/alpha cored all the tech mining industries (i have slightly better techmining installed), and for like 12 months it didn't drop ANY superweapon. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. leaving the colonists cripplingly low on both food and the knowledge necessary to build and maintain advanced technology. It can be built at any Colony that has some degree of ruins. 6. It also add tech-expeditions, which can be both good and bad. 2. Tech mining had the issue in the past of having a 0. : high flux, low hull, engines disabled etc. 10 votes, 10 comments. Images [close] Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a. Titan AE. Use the money you get back from the destroyed facilities to build up your defenses. yep, and make notes. Never mind how my guys missed. And a good amount of atrocities. Check the storage of your colonies. People. It can be built at any Colony that has a Spaceport. 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. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. meanwhile, let colony grow, give as much incentives as possible . 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. 96a: - Support for Unknown Skies planet type change projects. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. r/audiobooks. 5 New Features - reenabled MIDAS terrain effects thanks to MagicLib update - added BetterColony support Version 1. 96a] Unusually Gullible Hullmods. Edit: To be clear, this is a 100% serious response. Starsector Beginner’s Guide Part 2 – Colony Building. 9a. Aka stuff that's already in a storage. 42K subscribers in the starsector community. Author Topic: MOVED: [0. 96, combining pirate and Pather. Dumb question. 2D RPG/Trade/Fleet Combat GameWhy 30 seconds? It only takes 8 to fully reload the blasters (12 with Expanded Mags). 8a (hte) Magellan Protectorate 1. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Since, I don't believe I'm ready for the new balance changes of . Plus the usual, probes, ships, research bases, mining bases and orbital habs. 40K subscribers in the starsector community. Other than that i don't really bother with spending story points there. And the planet name is bob. 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. plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait. Yeah, so I wanted to turn tech-mining industry into structure. 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. • •. 91]Tech-Mining, not yielding anything I'm a relatively new player and have been playing on . The heavy blaster is better in 99% of cases. Auroran Military Markets of New Auroria and Lunarium sometimes sell Solvernias and Novaeria, have to be commissioned an cooperative. That movie was the shit. 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. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. See moreAdmiral Posts: 1560 [0. No longer supplies economic units of commodities 2. Starsector > Suggestions > Improved Tech-Mining / Production Report. Plurpo • 1 yr. 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. 0. Elevate your Starsector gameplay with the [0. Join. That movie was the shit. A lot of ship mods are also bundled with faction mods. Heavy Industry and Fuel Production pretty much need their own dedicated planets. 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. The first mission will launch in April aboard SpaceX’s Transporter-7 rideshare launch. 1-1. High tech stations are a bitch to fight, since most of them just spam plasma cannon. And to get the blueprints is exploring or tech mining. Diplomacy events see faction relationships changing over time. By becoming a member, you'll instantly unlock access to 2 exclusive posts. Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. Undertaking (LP) - Pather Siege engine, packs a scary missile. 2. High-tech favors energy weapons and bombers. ago. 400 crew onboard beginning of the month; mining vessels in front of fleet list (elite crew only) with 237 veterans and 27 regulars in the cargo haulers, tugs and surplus; lost 52 veteran crew; ended up with 171 extra elite end of month. Ed. 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. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. Low Tech Expansion, Midline Expansion, etc. Some of these also affect NPC colonies. Hazard Mining Incorporation. Download the archive for each and extract the contents to /starsector/mods. 0 coins. Starsector > Mods > [0. Better Tech-Mining makes tech. Some of these are the time between the first patch notes and release; the big updates usually have multiple stages. Hazard mining incorporated also adds pirate ships. Advertisement Coins. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. Cryosanctum produces the following. 2D RPG/Trade/Fleet Combat Game. Also consider Better Tech-Mining (By Yunru). Question about that Tech Mining. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. 5f) with. 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. Midline is kinda wonky. 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. Go search Blue Super Giant stars, pretty sure you need to mess with a Coronal Shunt next. 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 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. Notably, if Free Port is enabled at the colony, this includes Recreational Drugs. ago. and ample ruins for tech-mining. 14865315874. Question about Tech Mining deliverables . 1. 95. 3. Advertisement Coins. Smuggler, trader, warlord, planet administrator, etc. 2D RPG/Trade/Fleet Combat GameTech Level OP Wing Size Broadsword: Heavy Fighter Low Tech 8 3 Cobra: Bomber High Tech 15 1 Claw: Fighter High Tech 8 5 Dagger: Bomber High Tech 18 3 Gladius: Fighter Midline 6 2 Khopesh: Bomber Low Tech 12 2 Longbow: Bomber High Tech 12 2 Mining Pod: Drone Low Tech 0 4 Piranha: Bomber Low Tech 10 3 Perdition: Bomber Low Tech. Programs. 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. 1a] Hazard Mining Incorporated (Compatibility Ed. 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. In general, some of the "expansion" mods are great. The product of multiple mentions. +1 production (Mining). Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. 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. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. Which is dirt cheap. It is available exclusively to the Sindrian Diktat on Sindria, a planet in the Askonia system. Low tech and High tech stations are virtually the same. Yeah but they can get dog piled and flux locked with a sufficiently strong fleet. Any ship you stick a mining tool on can mine, and will be at risk of damage. So technically even sparse ruins are worthwhile. 48838 Posts 3447 Topics Last post by rawkhawklives in Re: [0. 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. Elevate your Starsector gameplay with the [0. All planets are in the same system. 14865315874. Mount & Blade is one of those games. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. 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. Well, you should never stop during. Staff them well, put armor on them. It's. Re: [0. 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. There are also new. [0. 46K subscribers in the starsector community. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. And if you do it too much it decivilizes and you get nothing. Now it, as was intended, drops the same value of goods, just of a better quality. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. With our comprehensive installation and usage guide, you'll be able to install and use [0. With our comprehensive installation and usage guide, you’ll be able to install and use [0. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . View community ranking In the Top 5% of largest communities on Reddit. Center of the Arcadia System Planetary Conditions Population: Thousands of people call Nomios home. This effect can be superseded by other mods. Tech mining world filled with AI cores gets pathers. I would recommend you to use the slightly better tech mining mod. And a good amount of atrocities. Really speaks to me. 96a] Too Much Information by Timid [0. 95. check the governor. The Afflictor-class Phase Frigate is a deadly hull with a unique Entropy Amplifier, which temporarily makes ships more vulnerable to damage. Table of Contents:Press "d" and then "5" to see where all the loot is going. Level 3. It's only downside is that it is a pure carrier and so it has almost no way of contributing to the fight. (EDIT, Thanks to u/pedro1_1 ). Socials. ) (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. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. 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. 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. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. If the single highest demand for each legal resource is lower than the highest export in-faction, you get a 50% colony upkeep reduction. Step four: Lose every ship. 95. 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. 4/ has no "dramatically" higher chance of finding things on the first mining. Putting an alpha core into a fully upgraded high tech orbital station brings a tear to my eyes. 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. I only use retribution cuz its 35-ish super a month during Exploration (avoiding high warning beacons) because my paragon is like 60/month so its good for that (rest fleet just frigates/destroyers and salvage+cargo+fuel) otherwise I think the paragon is better. As for what Alex had to say about them. Mining Blasters are ok to have early game. Teck was originally formed in 1913 as Teck-Hughes Gold Mines Ltd. Get a few dedicated cargo, fuel, and personell ships. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. Patrol Bases are exclusively useful for eventually regaining the communications buoy and similar stations after the shooting has stopped and Military Bases just don't spawn enough to handle the bigger expeditions. of vanilla ships (pirate versions and refits of civillian ships) as well as a few new ones, like a set of armoured low-tech phase ships. The techmining Ai core is doing a good job, dual flaks are an invaluable asset for pd support. 95. Honestly it's less High Tech and more "Tempests, Omens with an Astral and Aurora on the side". ** 1% of people doing the tech-mining (so 10k people). A cursory scan indicates that it has been cold and dead for tens of cycles at the very least, possibly hundreds. Mining Complex Beta-Eleven, a designation I'd lifted from the fusion reactor's terminal, was, as the name implied a mining base. . Its default name is "TTS Xenorphica". an industry. Follow-up post: In the current version (i. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. melanion5 • 1 yr. toprock_478 • 17 days ago. Mining is an industry. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. They don't need a speficif role, except take the stress away from tanks and flankers. Re: [0. The Gargoyle is a high-tech station defense drone featuring the advanced Paladin PD System and its own shield generator. 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. With our comprehensive installation and usage guide, you’ll be able to install and use [0. 3. 96a] System Marke. Focus on avoiding planetary features that lower accessibility, like high gravity. 91, 0. Hazard Mining Incorporated Junkyard Dogs (thinking of removing this) Scy Nation (Kinda weird sprites but man the ships are fun to fly) The Star Federation Legacy of Arkgenisis (otherwise known as the Anarakis Reparations Society, kinda weird one, sorta love em, they function quite different to the others)Starsector is a hard game, especially when you have no idea what to do. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. r/starsector.