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. The "Atlas of Pain" because I haven't thought of a proper name yet. It used to be called Starfarer. HMI does add ships and stuff that make mining easier. 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). Acquiring special items can be difficult as they are somewhat to very rare. 95. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. 2. You'll need to either raid Culann repeatedly to get the blueprints, or take a Tri-Tachyon commission. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. There are also three types of orbital stations. 95a] New Beginnings v1. 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. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. The lore also makes mentions to the empire being shady and involved in "black magic". Dassault-Mikoyan Engineering. Question about that Tech Mining. I don’t plan to abuse it and make my ships OP. 4/ has no "dramatically" higher chance of finding things on the first mining. 95 and am not comfortable with switching (Plus all the tutorials are in . Heavy Industry is an industry. 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. You take the role of a space captain seeking fortune and glory however you choose. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. All planets are in the same system. 7. Re: [0. Look for all kinds of derelict Domain probes, mining stations, research stations, and orbital habitatis. Starsector [0. If you can’t even reach my fleet to ejaculate your faith then beat it mate. However, they can be turned in directly by talking to administrators/base commanders of. With. 3. Does Slightly better tech mining still work? I want to add this mod but it says that it's outdated will it still work properly? I've heard that the outdated version crashes and the up to date one is rolled into the author's building collection, which is only available on the StarSector discord. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. The Gargoyle is a large defense drone deployed by. 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,. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. Premium Powerups. ago. The planet is for the main quest, the Hamatsu (the derelict Venture cruiser) and Ziggurat are just secondary objectives. That movie was the shit. 96a Updat…Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. Morthra. Drugs are exported as long as the AI has a demand for it (Mining) not until you stop importing organics. 95. 96a] Terraforming and Station Construction by boggled [0. Oh_Henry1. It is commonly fielded by the Hegemony. Undertaking (LP) - Pather Siege engine, packs a scary missile. It used to be called Starfarer. My auxiliary ships usually outnumber the escort ships. Perhaps it's a balance reason, but shaving. Get at least one rig and drone thingy to get some more loot. 8. In my current game, the tech mining on one planet was sending everything to the first planet I colonized instead of. ) Reply. So failing one mission miserably, we go complete the technology cache mission. Vast ruins are 8, and drops by 2 for every level under, if I recall. 25 multiplier when being improved. in the first month. Lukas04 1 yr. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. 1a Modded] - KADUR SWARM I. SufferNot • 2 yr. Excellent aesthetic and balanced decently well. Upgrade your spaceport to a megaport. The mod itself is interesting, add a faction if roaming minera/prospectors, that relies on refit ships and strikecrafts. 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. 96a] ED Shipyards 2. Fourth slot is High Command. Easier to build your own from the resources you have, rather then order a new mining ship because Jimmy from Celeste 5 didn’t get his small vessel certification. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. It's. There is another advantage to produce in faction. Advertisement Coins. 40K subscribers in the starsector community. Well, in base game the omega are out there. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Hazard mining incorporated supervillains adds two pirate like factions. 2. 0. Dec 23, 2021. cfg file. 1] Slightly Better Tech-Mining…87 votes, 20 comments. Jk, doesn't exist. 5/ has miniscule returns (you can literally get more from. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this. 42K subscribers in the starsector community. People. High tech battlecruiser that goes really fast, it makes for a cool player ship. Think of it as linear warriors and quadratic wizards, where tech mining is the warrior and other industries are wizards. I went and checked the size 3 colonies, and. Here are some possibilities: Salvaging derelict domain probes or facilities. (EDIT, Thanks to u/pedro1_1 ). Costs on average 0. 91]Tech-Mining, not yielding anything I'm a relatively new player and have been playing on . An armor-less Legion with quick feet. Good-- you know in which systems there are profitable ruins. And there's the base sensor profile anyway. Well, you should never stop during your. more edit: also, if there is a spare shithole planet in one of the systems, take it. Other than that i don't really bother with spending story points there. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. 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. Well, I intended to build a mining station in the field anyways. Mining is an industry. The ship is designed to utilize its excellent armor to drop shields in. 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. 1] Slightly Better Tech-Mining « on: December 31, 2021, 02:19:29 PM » Download link link Tech-Mining. Mid Tech is amazing if you have the star fortress upgrade. 7. 51K subscribers in the starsector community. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. You should also use "hazard pay" on your mining planet to make it grow. Intended as a reliable source and user of. Yes, generally 0. , 0. 9. Diplomacy events see faction relationships changing over time. 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 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. If Tech Mining is not possible, then both refining and Fuel Production. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. You can also find extra rare loot as it is excavated. View community ranking In the Top 5% of largest communities on Reddit. Especially if its. I'll second that DIY and Better Tech-Mining are good mods. So it looks like by the time you start getting the combed message you're down to between 25% to 50% chance of still discovering items, and by thoroughly combed you're done to below 25%. Face smashing optimized fleet in dock for short trips that require such input. 47K subscribers in the starsector community. This game has been in development for something like 9 years, which you would think was in some kind of development hell. ticktockbent • 1 yr. 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. It used to be called Starfarer. Thank you kind internet person I will try this out. However, they can be turned in directly by talking to administrators/base commanders of any faction except the pirates, providing various. megaboto •. Tech-Mining does not provide any benefits to the colony. Closer inspection may yield salvage. Staff them well, put armor on them. Hazard Mining is one that everyone else has mentioned, and for good reason. One is designated your colony where things go like tech mining loot and built ships. culann is the only one with heavy industry so therefore its the only one that can drop without intervention*. Arcadia is a small system with one Hegemony and two Independent markets. , 0. Tech mining is 1 or 2. Increases Pather. low/mid/high tech in. 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. check the governor. Any ship you stick a mining tool on can mine, and will be at risk of damage. The-world-ender-jeff • 8 mo. Nothing too outlandish and fits with the base game well. Continue Reading [Starsector Mods][0. Yunru's Pirates and Pathers. In Starsector 0. Yeah but they can get dog piled and flux locked with a sufficiently strong fleet. Question about Tech Mining deliverables . 4476 Posts 61 Topics. already did the tech mining , just that it gets exhausted after like 1 cycle. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. 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. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. Virginia Tech’s Department of Mining and Minerals Engineering trains its graduates to help lead the world. 4X game features in Starsector. . Then set up your 6 planets colony. Chance to find blueprints, modspecs and other rare items, based on the size of ruins being mined; Generates some basic commodities (fuel, supplies, metals, machinery); delivered to. So, let’s start by taking a brief step back and looking at the kinds of ships there are in the game. On a few worlds I found vast ruins and therefore decided to set up tech mining, directed it to my main colony, and let it go. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. I'm off exploring, 10K ore already in my hold from prior finds, when I encounter a mining station carrying 20K ore in it. It tears everything up without ever getting hit. 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. Advertisement Coins. 3. 6. Use the money you get back from the destroyed facilities to build up your defenses. Still, if you have a lot of colonies. Cryosanctum is a special non-industry structure. I've grown fond of this combat ring/star type of abomination. Advertisement. This effect can be superseded by other mods. TASC adds use for ruins past first few tech mining months with Domain Era Artefacts. It can be built at any Colony that has some degree of ruins. I have the. 6. A major freeport colony has been setup at a gas-giant, and Tri-Tachyon has established a light presence in system to establish easy trade access. 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. 1a) I find it somewhat confounding that the Scarecrow has less armor than the Eagle it's based off of. • 2 days ago. Starsector > General Discussion >. Low tech and High tech stations are virtually the same. - Object 236L - Low tech self-propelled battlestation; main module has maneuvering jets; side modules have accelerated ammo feeders and no shield. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on. It used to be called Starfarer. ago. A nice spread of exploration content and wonderfully rusty junkships that fit perfectly into the world of Starsector. 1] Slightly Better Tech-Mining. There is an NPC in bars to talk to that offers BP's, random tho. The other way to do it is with TASC and craft the special items you need. But for the first few months it can yield some. 48K subscribers in the starsector community. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. r/starsector • tech mining with alpha core. yabbadabbadoo1. toprock_478 • 17 days ago. Late to the party but here are some QoL and visual mods. Do something else for a week or so and go back to the academy, the dialog says something to that effect. Commerce is an industry. Creates an independent Open Market on the colony. Larger colony size means more mining production. r/audiobooks. ago. Step four: Lose every ship. starship legends- give ships and crew some personality. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. 3 (2023-08-24). Mining does not provide any benefits to the colony. You can always do tech-mining later when you are richer, once you have 2-3 colonies but don't have 6 planets colonized yet, and no longer worried about income, go out and tech-mine all the big ruins you can find. 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. 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. Valheim Genshin. High Tech Expansion: adds more HT ship hulls. It used to be called Starfarer. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 2D RPG/Trade/Fleet Combat Game. Tech mining is the only way to find blueprints. -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. 1) If stats need to come out of somewhere burn isn't it. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. 1 / 2. High tech stations are a bitch to fight, since most of them just spam plasma cannon. I therefore hand out 8 keys to people who also love. 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. 96a] Substance. Its shipsystem increases damage done by fighters of all types. 95. 95, and 0. 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. •. modified version of yurnru's slightly better tech mining on starsector which removes the industry slot requirement for tech mining and adds the industrial evolutions special items - GitHub - mo. 4. (EDIT, Thanks to u/pedro1_1 ). Just wait for 2 or 3 probe or derelict ship missions in the same general area. It also add tech-expeditions, which can be both good and bad. Depends on the size of the ruins. Pirate Mule is probably your best bet for vanilla. Edit: To be clear, this is a 100% serious response. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. Shout out to the UAF for sending a relief fleet early into the colonization. . yep, and make notes. 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. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Aka stuff that's already in a storage. Basically follow the above guide. Starsector > Suggestions > Improved Tech-Mining / Production Report. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Orbital stations are equipped automatically. 95. Hazard mining inc. Someone will probably correct me below, so check their comment too. This was a 9 fleet invasion force plus a patrol and detachment. While it has higher flux/s, it also has higher efficiency so for a given amount of flux you get more damage out. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. Would be a big incentive to build them if that were so. This effect can be superseded by other mods. 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. In fact, it always pays for itself. The Afflictor-class Phase Frigate is a deadly hull with a unique Entropy Amplifier, which temporarily makes ships more vulnerable to damage. Re: [0. Starsector Beginner’s Guide Part 2 – Colony Building. Dumb question. 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. 1a with no skills. Care needs to be taken with facings as the Burn Drive is only useful. 412 votes, 48 comments. *sponsored by long range ballistic weaponry gun walls. Can't mine in vanilla. Go to starsector r/starsector. Use AI cores for everything. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. Say what you will about the Hegemony. -Shatterer Artillery, fire shells arcing into the z-axis, also has a neat crosshair. Any ship you stick a mining tool on can mine, and will be at risk of damage. They're low-tech on steroids, have have funky weapons and ships, but nothing completely outlandish. You're wondering when to stop your tech-mining when ruins become literally unattainable. 48838 Posts 3447 Topics Last post by rawkhawklives in Re: [0. Tysm for the thorough response!so for industries, world 1 (the good farm) will have mining > light industry > farming + 1 of your choice. You don't even have to worry about losing transplutonic supply from losing a supply ship since. 9a. 122 votes, 26 comments. It can be built at any Colony that has a Spaceport. There are others, and it gets blurry in places, but for this post, these two are what’s important. 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. # 0 - Alternates between low tech, midline and high tech sprites. Undertaking - Reversed and extended venture, more missiles, and swaps mining pods for a borer wing. With our comprehensive installation and usage guide, you'll be able to install and use [0. Edit: To be clear, this is a 100% serious response. Torpedo upon your shieldless gas can. Mining Complex Beta-Eleven, a designation I'd lifted from the fusion reactor's terminal, was, as the name implied a mining base. It is a religious terrorist organization made up of radical adherents of the Luddic faith. No need to think long-term with these. Bellow are pictures of the system and the distance between the two systems (the upper being the system I've currently colonized) Colonized sector with the mining hub of Echion. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. I am too looking for files which I. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. Some of these are the time between the first patch notes and release; the big updates usually have multiple stages. 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. The biggest problem with Tech Mining is they will attract enemies from Diktat or other major faction. Smuggler, trader, warlord, planet administrator, etc. Looking for ship blueprints is generally a huge pain. The first roll that you make from each ruins you tech-mine has a vastly increased chance to get special items like AI cores, blueprints, and colony items. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. Mining, refining, heavy industry, fuel production and high command can all use their respective colony items on this world. FYI, mining specifically has two different items with separate requirements (each industry can only have one item at a time). The Ziggurat is a unique phase capital ship encountered at the Alpha Site as part of the Project Ziggurat quest, where it is an extremely dangerous enemy. It can be built at any Colony that has a Spaceport. 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. Terraforming mods, I don't recall. 1 1. Tech mining had the issue in the past of having a 0. 4. ) (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. ago. In-game description Farming is an industry. Logged. 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. EDIT: 2 hours later (mar 1, 207; 1 month report) Monthly salary report: ~48,000cr paid; 83,000cr received. Starsector > Suggestions > Tech Mining Industry Suggestion - "Tech Mining Operations Centre. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. r/starsector • tech mining with alpha core. 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. Wow, Hypershunt Tap would actually be good on this planet. It randomly spawns in mines near to enemy ships. 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. Absolutely recommend. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. The way the economy "units" work is a bit counter-intuitive. Every encounter with a Remnant high danger class fleet (with their Radiants and all) is then around 400-600 resources letting you stay as long as you want. derp)CoatlChicomoztocDuza. HMI (the faction) isn't just about mining anyway. megaboto •. +1 on this, "tech mining" alone does a very poor job of implementing researching unknown technologies as part of the game. It really was. 1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed. The Biofactory Embryo is a special Colony item. 5f) Mod, the choice for serious players seeking advanced features and customization options. It is slow to maneuver and has a relatively poor shield but its Burn Drive ship system lets it get out of, or into, disadvantageous situations quickly. Many small ships can fit medium energy weapons. 0 coins. Tech-Mining. 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. 96a] Better Colonies 1. Also consider Better Tech-Mining (By Yunru). ago. Ultimately I decided to settle on it and build tech mining. Thankfully we were all able to act fast and help find our brother under the rubble.