starsector edit planet. I would say it is caused by terraforming & station construction or one of the faction mods I have that adds planet types. starsector edit planet

 
 I would say it is caused by terraforming & station construction or one of the faction mods I have that adds planet typesstarsector edit planet  You're not NOT going to export illegal commodities, establish strangleholds on the market of every commodity and cram as many A

That's like 80% of what you need for colonies, all on a non-habitable planet. right up until i got my first colony settled on a 75% hazard planet, i played out of Corvus' abandoned station. A bombardment cannot be executed while a functional orbital station is present around the planet. Starsector Basic Planet Modding Tutorial. setLocation(0f, 0f); and this would move the planet to the center of Corvus. Population growth bonus equal. Name. Patreonđź‘“: learn how to make setup your first #Starsector #ColonyStar Sector Discord Link:is 33 LY northwest from Galatia and features 4 planets total, 3 anchor points for sensors/comms, and a gate. It just makes hot and very hot worlds more desirable. I also have a star fortress only colony in red warning system with nexuses as alpha core farm. Following fields define the number of stuff you will. MN-1408719140739947948. Logged. Size 2 - between 2 and 5 million. Began a new vanilla start and was running some small time trades back and forth through the core worlds when one sent me back to Galatia (tutorial system). While the commands themselves aren't case sensitive, arguments are. Starsector is a hard game, especially when you have no idea what to do. Is it possible to edit a planet and systems you have in files? I have a planet that, when I found it, had decivilized population modifier. Literaly as i saw the ground map! Uh. These custom star systems are configured via a JSON file in this. Human beings can survive unprotected exposure to the surface conditions of (market). I will go troug. 2. to wipe out a planet/station after defeated the defending force (orbital/battle station/star fortress). ago. You can build many of them in the same system, but there's diminishing returns to their effect. There's whole quest chain leading to this location with more lore stuff if you develop colony to the point of Pather cells forming and try to barter with them. Star Sector | Review - Nuke Them From Orbit. Can't help you with your issue, unfortunately. It works as you'd expect. ago. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 6. Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and. Each mission is defined with a couple of files you can tweak using a text editor, or copy to use. This planet is my bank planet. Orbital stations (both. Console Commands is a mod, but I think you might be able to edit population growth in the settings. Tried making a kitbash of a frigate freighter, think it looks bad. Technically you can do this on the patrol hq also but it's just a 25% increase to. The above command should work to spawn one at your fleet's current location. Akane_iro • 2 yr. videogame_asset My games. This means that you can have ships with up to 6 s-mods. Open the Settings file and change "playerMaxLevel":50, The needed experience after this gets pretty crazy so you would also want to change "xpGainMult":#, to whatever you find necessary. If you open comms and approach any of the folks there, you get some extra options surrounding those blueprints. In each mission, two fleets face each other in a scenario you’ll run into naturally in the full game. Increases the number of industries that can be installed on the planet by 1. Anything below 1 million people would not even be worth visiting for a trader. Bases have the basic functionality of a market and have a station for protection. Warmonger. All planets have a random number of planetary features which increase the number of districts a world can support. 1. I'd say read both descriptions and figure out whichever you prefer if you just want to use one. Commander; Posts: 207;. Adds 5,945 thematically-appropriate names to Starsector for the game to use when generating procedural content: 2,925 names for NPCs (i. 95a. Installed in population. I'm at 2/2 colonies with 3 more being managed by admins, and I'm trying not to deal with the fallout from using an alpha core. those vulture scavengers. chevron_left. Instructions. Which factions are alive doesnt influence this mechanic. 205. you will need alot of fuel. You can build many of them in the same system, but there's diminishing returns to their effect. There should be five buttons when you visit a planet or station, they’ll be underneath the flavor text. I can't seem to use the console to remove the planet condition Extreme Heat. json) and changing the value of maxColonySize. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. 6a. Increases the income of all colonies in the system based on how cool the planet is. You can't totally control it, but you can choose a general direction it should aim. Starsector. Created a new save with my own colonized planet, I can change the radius of uncolonized planet in the same system but not my own. StarSector Wiki is a FANDOM Games Community. They can influence the output and upkeep cost of industries in various ways. I can’t believe I just randomly found it lol. I can’t believe I just randomly found it lol. code not provided in this post. Instead, use the Console Commands mod to edit your save (this mod can be safely added to/removed from an active save). Spoiler. Step 1. For over 200 cycles, the survivors of the Collapse have been struggling. Later on I'll inevitably find some good planets elsewhere and I'll colonize them too, even if they're way out in the boonies. though after brief search i cant seem to find it. chevron_right. 2 Onslaughts, 1 Legion, bunch of Eagles. 1 Activating dev mode 2 Uses 2. Sokoll131 • 3 mo. Give avoid orders for the Radiant and some of the Briliant, that will help your ships survive more, Fighter Strike the Scintillas, and use. 7 billion total population. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. 1a) DIY Planets adds a variety of colony structures and special items which allow the player to manipulate planetary conditions. Press Ctrl + F on your keyboard and type in l="last name". It's actually a buff cause it comes with pop growth. An Editor/english teacher. You can only increase how many colonies you can manage by default. json that the more experienced player can. It's a good way to speed through ruin exploration without scanning every single planet. edit: DIY Planets mod, not TASC To edit these, the number you need to edit is the "s". They will automatically travel to the next 'infested' planet and engage with the pather cell there. Editing planet size from save file. System: - Calvera - yellow star at the center of the system and its namesake. You want a system with all of the base materials, and you'll find a few if you keep looking. Dev (Developer) Mode is used to enable some options or features that are useful for development or modding. This is installed just like any regular mod. Way to change player-owned planet/colony descriptions. It's also. 17. The accessibility of a planet affects most factors of the colony’s use as a population center and as a market power. A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet. I upped it to 8 because the new industry items are intended to balance the size reduction. The Hegemony technically claims dominion over Asharu but maintains no permanent administration, sending patrols only to chase down pirates or impose heavy but infrequent tariffs on. This is advice from an older gamer (36). I thought this was fixed so you can't remove the decivilized modifier. 96a] Experimental Hull Modifications 0. legion_xiv is not too hard, but other. To edit these, the number you need to edit is the "s". r/starsector. Disruptions in trade, like the loss of a merchant fleet carrying vital food or volatile chemicals, can cripple a planet’s output. 3) Go to independent planets that don't have a patrol and buy as much as you can carry from the black market. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). Iirc its max size. I've done that to edit the ships with restricted hullmods ( cough, angry ziggy, cough ), I expect it would work for copying over too. It adds pre-specified images to all vanilla planets and can add fitting images to modded (setting disabled by default!) and newly established colonies. Thread necromancy just to say thank you, lol, it works. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. 0. «EDIT: Double-Phase - Being of 2 phases, in the context of exploration, doing unarmed reconnaissance and recovery before rounding up defended targets with a second, mid-to-heavily armed fleet. 3. 8 warships strapped together was too much, so combat versions will only get 4. However, I have yet to find a planet with a good number of volatiles that isn't class 1 or 2, and most of them only have the +/-0. Use their production capacities to make supplies, fuel, machinery and ships from raw resources. 2) Colonize every planet on every system regardless of hazard and conditions. Colonies were added in version 0. . getStarSystem("System_Name"). While the commands themselves aren't case sensitive, arguments are. 95a compatible. Personally I prefer DIY Planets planetary accretor ship though, much less hassle that way, so long as there's asteroids you can convert. 6 » Trylobot: 75 134055 February 03, 2020, 07:25:10 AM by Takezzo: Modding Community Staff Listing « 1 2 » Vinya: 16 50447 August 19, 2019, 04:09:07 AM by Mayan [0. Name. Tracking is done through the base hullMod though, so unless it is installed / required, will. This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. – Construction of coronal hypershunts. A lot of things have changed, that effect colonies in starsector 0. Harmless_Drone. 2mil/month easily. Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed « 1 2 3. Re: Starsector 0. It spawns a gas giant with three moons at the player fleet's current location, all are blank slates and can be modded further with the "addcondition" command. Planet. Planet. If you exceed the maximum number of colonies on a colony you get a stability penalty equal to that. All types of raid give - 3 stability. You can only increase how many colonies you can manage by default. Starsector is a game about exploration and fleet combats, and Nex tries to make a 4X strategy. You can also add a synchotroncore to your inv with additem synchotron. If you've got console commands, you can use them to create and customize your own planets. 2K. !!! All work, my objectif isn't to orbit the planet to a star, wich is easy. To download notepad+, you can just go into your program files 86, fractal softworks, starsector-core, data, config, then click settings. Don't try to settle all at once obviously. I wouldn't recommend it unless you want to concentrate on colony gameplay more. It just makes hot and very hot worlds more desirable. Feb 29, 2020 22 54. If you’re lazy and don’t care about the file. It really went from let's find the best habitable planet to let's find the best no-atmosphere planet that also has a habitable with organics and a jovian with volatiles. 4) Go back to the crippled planet with your transponder off and sell them stuff at massively inflated prices on the black market. Figured this was a good time to release it and get feedback before getting too far with more quests. Hi all, I've been messing around with save-editing for the last couple days, and so far i've been fairly successful in figuring 90/95% of it out myself. Market conditions are properties of a market representing local environmental or social conditions. ) Get Notepad++. Independent/Pirate depends on transponder status and current proximity to trade convoys. Download. 12) - for you 0. i don't know if this works for mods too, and what names to use. Edit2: just changed the memory requirements on the preorder page from 2gb to 3gb; that was from before the default memory allocation for the game was increased. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. code not provided in this post. json defines how planets & stars are displayed in the campaign layer map each element is defined under what label of entity it is, such as planet, sun, nebula. Adding good administrators, Nanoforges , AI cores and Synchrotron cores will also help out a lot but once again doesn't influence which planets you want. That's not a minefield, that's derelict small craft that represent ruins on the planet. While the planets info menu is on your screen, open the console and type the following event 3. As for your Operators, hybrids are useless imo, while. The higher your accessibility, the more income your colonies will generate. Kentington (the mod author) hasn't logged in since the end of 2021 last I checked, so yeah I'd call it abandoned. Tried making a kitbash of a frigate freighter, think it looks bad. With no planetary features, a planet will have no districts. Open "settings. You can also go into the starsector mod folder for whichever faction you want, find the ship list Excel spreadsheet located in there, and find the ship ID (should be listed under column B. Well, the thing is, they've made it so much easier to grow the low hazard rating planets, and that by itself means they're ideal for expensive industries like heavy industry, however I read that if you put heavy industry on a habitable planet, it will add a 25% pollution hazard. r/starsector. more edit: also, if there is a spare shithole planet in one of the systems, take it. Open the comm directory option when you get to normal planets. The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector mod. . When a Sector is created it will extend 4 hyperlane hops from the sector capital. Find out what other players think about the dynamic faction wars and how they affect the gameplay. member; 2 kudos. It works as you'd. more edit: also, if there is a spare shithole planet in one of the systems, take it. 9a version and I've been trying to remove a neutron star from the system I want to start colonizing, but the commands I use keep coming back with errors or just don't work. No more scrolling around, squinting at the small grey text on the dark background and muttering ABCs under your breath, no more! Why this isn't in the base game is something I'll never understand. 1 / 3. Use console command: effect add_deposit=d "deposit name" like this: :Lastly, if you dont want to edit the save file directly you can install the DIY planets mod that allows you to terraform planets, activate devmode (either through settings or through the console command), then use the provided options to terraform your planet however you want - each change is reflected visually, so if you make it a terran world. If you are playing with mods do List conditions with the Console command mod. You can spawn fleets with SpawnFleet. Put it in the mods folder and make sure it's tagged in Starsector's launcher. Though it gets memey after a certain point. Starts from a planet with pop 6 or greater. zip in the starsector-core folder, as starfarer. Interesting, I guess I’ll have to get on that. You can remove any condition with the right items. 2. 200% is the point where you stop making money on a good planet (ultrarich ores, on a volcanic planet, for instance) but lower habitability for your home world is always good since it effects growth and stability. • 1 yr. I had a few different fleet setups. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. json file that you can find in Adjusted Sectordataconfig. Just remember to leave devmode after the action, it clutters up many interaction menus with „dev“ stuff. Starsector. a small guide to Editing items in savegames. You'll only lose 1 rep, if any. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. Basically your NPC patrol fleets make. Hypershunt tap. Change planet and colony descriptions with an in-game interface. Do note that this does mean you'll get a. Finding a really nice colonizable planet in a good position only to then be stuck with a pretty boring system name is slightly annoying. Short answer is " NO ". Sometimes there are additional objects that surround a planet, like those magnetic. Forward time to see changes. I would check planet_gen_data under data/campaign/procgen to make sure your type id matches an entry there. zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher. I just finished the story mission and have built up Penelope system with 4 planets, the 5th being outside the system for organics. Starsector, especially with mods involved, can use a lot of System RAM when saving or loading games. there should be the new amount of said items in your inventory, once you load. If you hullMod uses 'ehm_externalAccess' tag (added from . 13. • 4 yr. But is there a way to edit the Colony or Planet description from having instead of like "Generic Planet Description" to having "Custom Descriptions" like their. Starsector! Join thousands of players in a massive online community. 6. Starsector > Mods > [0. Aside from that it doesnt really impact the game iirc. Stellariscommonplanet_modifiers" effect add_modifier = { modifier = mineral_rich days = -1 } effect remove_modifier = mineral_poor . Fixed - Legacy - Crash when opening colony at a governed. Increases the number of industries that can be installed on the planet by 1. now save the game and load it. This tutorial explains how to create new star systems with planets to add to your Starsector game. Features. I found it. This is installed just like any regular mod. I have completely no problem with pather cells in vanilla this way and net 1. It adds pre. (source: wiki) Another way would be to lower interest they have on your colony, by removing enough forbidden industries. StarSector wapons guide is back. an asteroid. 96a] Planet Search with ease and take your gaming experience to the next level. Maintaining such unconstrained modding landscape for the players requires a little extra work on the part of the modders. Find out what other players think about the dynamic faction wars and how they affect the gameplay. in a savegame with hardly any mods except console commands and a few utilities changing planets like arid to jungle instantly changes the. Can't even find it. Add a Comment. While there always are some modders that leave the scene, Starsector is healthy enough to have new blood fill those gaps in. • 1. It’s true. Kentington (the mod author) hasn't logged in since the end of 2021 last I checked, so yeah I'd call it abandoned. If that's the only thing that you want to concentrate on then pretty much any 4x space game - endless space, galciv, stardrive etc. This mod makes the Sector size bigger and let's you change the number of star systems generated, with a new hyperstorm map. Long answer is: It is theoretically possible to do, but it demand a huge amount of efforts to made. Go to starsector r/starsector. Here I will explain the rest that I have struggled with when creating my own star system: * First thing you see in the plugin file is this. All planet types have the proper conditions generated; Special planets in non proc-gen system now get the proper special conditions; Version 0. dock at the planet you want to change 2. You can also add alias spawnstableloc to the start of that command to make a permanent alias. This is what I prefer myself. Cryosanctum produces the following. Edit2: just changed the memory requirements on the preorder page from 2gb to 3gb; that was from before the default memory allocation for the game was increased. This label. Edit: I should mention the developers have plans to add more missions and whatever they mean by "revamp" over the next year. juice-stain. First all bombers on the astral. It introduces: BaseModPlugin,. The best organics one is a waterworld with 2 bad mods (+50 haz) that sits all by itself in a system. then i alt-tab into the game load the edited save and see. there should be the new amount of said items in your inventory, once you load. Nexellerin makes your administrative capacity go up as your faction size (Total size of all your colonies) grows. This mod includes 10 additional features and three loose scripts. Just edit the ones you want to add new portraits to. Put it in the mods folder and make sure it's tagged in Starsector's launcher. 20. 4X game features in Starsector. You can also add alias spawnstableloc to the start of that command to make a permanent alias. It had a big fleet of Hegemony XIV ships, but AI-operated. for example: <st>legion_xiv</st>. Disruptions in trade, like the loss of a merchant fleet carrying vital food or volatile chemicals, can cripple a planet’s output. If you try to remove it as admin later on, or try to set another admin in its place you will get a notification. Lets take a few to fix it. For those that prefers a more civilized way of late-game colony management. Edit: The single best thing you can do for defense is an orbital station. Starsector is a universe with magitech and planet-killers. The bar quest the mod adds always gives at least 1, sometimes you get 2 or a colony item, and you can salvage afterwards for a chance of another. These are meant for broader use within the. - Minerva - small frozen planet orbiting Vesta, suitable for industry. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Once in the game, you can summon the console with control+backspace and enter your commands. 18. if you're just after player portraits then edit player. • 2 yr. There are also new setting. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. Starsector 0. This is a work in progress, so if you are a. 1a dinosaurs! In the belly of their hollow planet, the Kingdom of Terra plans its uprising! Prepare your trembling Sector for the marvels of science gone awry, and the horrors of nature unleashed! Lore. Download. 205. Mods inter-compatibility and integration. Thanks, you helped me figure out the setmarketowner command. AND YES when you pass the treshold where a planet become habitable you instantly obtain the poor farmland trait to the planet and each tier you pass. 5gb to 1gb. On top it dramatically reduce the strength of your ground forces - fragile domes a juicy targets to bombard from orbit after all. 2. Good Day, so I know in Starsector you can use some bit of editing to change System Names, and claiming a colony has the added benefit of changing the name. Edit: You still need to find source of volatiles, but still it's not a bad system to start with. Fixed custom player-owned planet markets still having their default admins; Hypershunts added in custom star systems now have their intended particle effects upon activation; Added a hidden secret; Major code adjustments; Edit: Updated mod to v0. Though I do also like the idea of some industries having synergy when built on the same planet, to encourage planet specialization (for instance, some kind of bonus for having your refinery located on the same planet as your mine - whether it's an upkeep cost decrease due to re-use of similar machinery or lack of shipping costs/risk, or. Commissioned Crews mod supported. not a luddite. Tactical and saturation bombardment operations are available. Heat/cold, atmosphere,. New hullmods and planet type. sorry, I was editing it on my phone, but its aspects from the mods that kinda get OP when combined. Provides +2 stability to the colony. The Internal Affairs mod is an excellent example of the 0. It can be built at any Colony that has a Spaceport. Run directly back to the planet, they'll restore the ships to 70% CR for free. 95a is here. Now remember the character's first and last name from step 1. Heavy Industry has a base upkeep of 6 000 credits, increasing by. Though it is in-development, you can purchase Starsector now at a discount to gain access to ongoing builds. To create the star system you will need to use the star system mod frame mentioned above, it will have a lot of explanations in itself and the video will also explain a lot and in easy to understand form. edit edit: a size 9 population planet would be more humans than could fit on the Earth thanks to exponential growth, based on my brief calculations. 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. Just google starsector add planet, there's a couple threads. 3; Reactions: Reply. . Open the file that interests you - let's say we want to spawn IX Aurora. itssetmarket size. These are meant for broader use within the. 1) - 0. ago. It's a utility mod and can be added or removed at. event spawn_system. It works as you'd expect. 2D RPG/Trade/Fleet Combat Game yeah, you can do it from the planet menu i believe, the faction name is in the manage colony tab or something if i remember right together with the planet name, click the faction name to bring up the same menu as when creating the faction. Most of these planet types are habitable and class IV or V. So you are right when you say the market value is not fixed. So all you need to do is just really making your orbital work colony only +light industry+farm+military base. Moasseman • 1 yr. If you're using DIY planets you can use the irradicator item to get rid of the transplutonics. Simply change that number to how many colonies you wish to command. Right now redacted do not attack planet. You can add specific deposit (i. 95, by changing planet status requirements. 7x10^7, IE a size 7 planet. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. These custom star systems are configured via a JSON file in this mod's config folder, offering a simpler, code-free way of creating your ideal star system. If you dont know this already, go through the academy questline so any travels between colonies and core worlds (especially if you take over a pirate colony) is drastically shortened. You take the role of a space captain seeking fortune and glory however you choose. 2 Combat Activating dev mode Dev mode can be activated by editing settings. 1 / 2. –In-game description. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. Fixed custom player-owned planet markets still having their default admins; Hypershunts added in custom star systems now have their intended particle effects upon activation; Added a hidden secret; Major code adjustments; Edit: Updated mod to v0. 4. ChronosCast. if you are able to locate GUI/UI file, you should be able to change it. For comparison that's the population of Brazil at the lower estimate and the population of the China and the USA combined in the higher. Pick a commission with the faction that lays claim on those planets. For example, if we want to move the planet Jangala, we could write some code: jangala. How do I remove a modifyer from a planet in my savegame? I've got a planet that still has Decivilized Subpopulation even after getting to level 7 and want to remove it. Accessibility . I had already filled the slots on screen With some mod added structures so it didn't allow any industries to be built. Do note that this does mean you'll. And it is time to make a colony guide. This subreddit is an unofficial community about the video game "Space Engineers", a sandbox game on PC, Xbox and PlayStation, about engineering, construction, exploration and survival in space and on planets. 1. Thanks for the answers in advance.