Make sure the gas giant actually has no atmosphere- my current game I tried to set up fuel on a gas giant and apparently the synchrotron core can't be installed because it doesn't have the 'no atmosphere' modifier. Weapons with EMP damage are also a good idea. Near the other Hypershunt, there are two class V planets in the same system. I'm playing a vanilla game of starsector and I paid a pirate for the location of an Apogee blueprint. It used to be called Starfarer. I also think that cryosleeper is much, much better then another industry slot unless you want 1-2 mega planets. Keeping an eye out on survey missions can work too, they'll get you toward them. Normally for a starter planet I'd want it to be closer to the core worlds. Take out the flux coil and put the points into vent and you'll have more vent. about salvaging drone ship. 5 times the size. procgen. That's because the requirements for all the little goodies to function - including the hypershunt and the cryosleeper and the fusion lamp - all necessitate an array of extremely-specific. Is there a way to zap a station out of existence, blessed reach is unkillable and I find that rather annoying. It does not need buffs, it is just the fact that the AI is a total buffon even on the strongest of ships that make it that way, it is also not helped by the garbage standerd loadout, and I think the lack of an officer, those can make a ship fell so much diferently than what you expect that it breaks imersion. But my above listed method still does work. The first and last thing a cryosleeper sees before being turned into cargo. In Kumari Kandam, a core system, there's a 100% hazard tundra world with +1 farming and +1 organics AND another inactive gate. This mod is a gigantic content expansion that fits almost seamlessly into vanilla to add a multitude of new gameplay options, expanding primarily on exploration and colony gameplay. ago. There's an example command to spawn planets here, and campaign entities here. Some variants produced by automated motherships. well that's how YOU play mr. 0. report. Thanks, you helped me figure out the setmarketowner command. It used to be called Starfarer. Supplies can often be salvaged in large quantities so cargo considerations. Wendigo constellation. r/starsector • After a week of Starquest induced burnout, I have returned to give you what will likely be the last two ships I add to this cursed abomination, for now anyway. Its impossible to run a default map to endgame without framerate tanking. Skydock in orbit of Dóiteán. It used to be called Starfarer. The Cryorevival Facility is a structure. r/starsector. r/starsector. Once in the game, you can summon the console with control+backspace and enter your commands. 31 - kotlinx-coroutines: v1. Expand user menu. vast ruins, +1ore,+1organics. You are correct and wrong at the same time. . New colonies without a Cryosleeper can only get so much growth from natural population growth and. 96 votes, 14 comments. Within 10 light years of both a coronal tap and a cryosleeper. 95. Your second system is best -- several habitable worlds, barren world for Industry, etc. Open the save in notepad++, search for the planet name. appearing on the UAF capital. Go to map. 11 votes, 11 comments. The only thing Starsector would benefit from releasing on steam would be even bigger modsThe first system is a binary one with a big yellow and a small orange star (and a cryosleeper). 0 coins. 49K subscribers in the starsector community. If you settle all the planets of a 5-planet system far from the core your accessibility penalty goes from like "-30% from isolation" to "+23% closeness to other colonies". has 3 habitable planets. Advertisement Coins. « on: April 08, 2021, 05:41:42 AM ». Logged KDR_11k. It's also only 11 ly from the core. It's covered in debris so you shouldn't have much problem seeing it on your radar. Seed MN-4441387325932408371, if anybody's interested. Re: Move Cryosleeper « Reply #1 on: April 13, 2021, 03:58:49 AM » As-is it useless anyway, it always far from core worlds and with new changes "no atmosphere" planets now more valuable than habitable anyway. To call system "worth colonization" is better to keep to much less harsh criteria. r/starsector A chip A close button Get appThat should spawn a water world at your fleet's current position. System: - Calvera - yellow star at the center of the system and its namesake. New player here. 8. json and setting element "devMode":true It can also be toggled in-game by using the Console Commands mod with its devmode command. Do note, however, that it will not fully activate it (e. 1a/0. Default is 15. Gamma Vassago (yellow star) - cryosleeper between the two jump points Aelurus (orange star) - mothership along asteroid belt, south of Pi-Ramses and cryosleeper northwest of Morga. 337. With this mod, any Gate can provide endless exploration. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Before he became High Hegemon, he had rallied the defenders of his home world of Chicomoztoc against the Tri-Tachyon invasion in Cycle 194. More posts you may like. 2 -> v1. Colonies make money from population and from exports. Remove the "makesPirateBases":true, tag in beyond_red's faction file, so. I found a cryosleeper for the first time and I didn't know what to expect. DerelictThemeGenerator. Also- the mega-cryosleeper is in the system next to this one, but that system doesnt have very good planets to choose from. Game is 0. Bigger planet population = more. Extensive Ruins. Modified Industry Requirements v0. After that, pop through the return gate, head to one of your colonies, and you will have a new option when interacting with the colony to permanently put this cryosleeper into orbit around it. The gates, Ziggy, and Alpha Site are all tied to P-space and a mysterious "music. report. In this part, let’s dive into a few details about specific skills, and some other points note. 1. You can use the command console mod to modify a planet to have those specific conditions. Join. Use the search tool (CTRL+F by default) and type in "domain-era cryosleeper" without the quotation marks. Its always a nav buoy. Despite the fact that it's pretty close to the edge of the map, I'm almost all the way to having my first colony grow to size five, and I've only been running it for. Accessibility penalty maxes out at -30%, and Spaceport alone adds +50%. Entities / mission targets / etc spawning in the "outer system" will now generally spawn orbiting a far-out jump-point or planet at a medium range (3000-5000 units). "minNonCoreGatesInSector" - At least this many gates will spawn outside of the core worlds. Once in the game, you can summon the console with control+backspace and enter your commands. The sleepers that arrived at habitable planets would have successfully deployed themselves, colonized the planet, and been dismantled afterwards. Founding a colony should be one of the late game exploration and trade goals, not something that anybody can do with 1000 extra crew and a set of supplies. Storageclear says the same thing. Closest i got was 15 l. You'll have big colonies in no time. 96a] Console Commands v2023. - Vulcan - small volcanic planet orbiting Vesta, suitable for industry. 1. Like people have already mentioned you can increase max colony size by changing a 6 to 10 or whatever you prefer in the files. My nebula also contains. Then. addRingBand (star, "misc", "rings_ice0", 256f, 2, Color. 3. It feels overwhelming to try and a good combination of starting system, and surrounding systems that can maximise effectiveness (like, hazard rating balancing the modifiers a system has) whilst, being close to each-other (Preferably in. The cryosleepers ("Calypso" and "Tantalus") are named in reference to the 1994. 95 as they were before. It's likely that missile autoforge was intended as a hullmod but was then changed for being too strong and turned into a separate ship system. only thing that suck about duzahk now is low change of being in range of a hypershunt/cryosleeper. You can also find systems with cryosleeper by searching the save file. It used to be called Starfarer. In addition, it's got both kinds of ore, organics, and volatiles. e. Banshee's Lost Thread gives you an AI called Nightingale and she adds some extra lines to the Ziggurat aftermath. 05 . While the commands themselves aren't case sensitive, arguments are. 12. Founding first colony. IOUtils: - Contains methods to help with reading/writing files using the API - byte[] readAllBytes(String filePath), an API. They have good cargo space, tiny sensor profiles and cargo holds that are harder for patrols to scan. But it's weird a Radiant is guarding it in the first place. i found a cryosleeper guided by some hyper-agressive domain derelicts that seem very much like a boss battle and i have never encountered them in my last save (i haven't explored all star-systems before but about 90% so i think this is new, i didn't proceed with the tia battle yet so maybe there is a quest. I wouldn't mind a cryosleeper allowing colonies to grow to size 7, instead or in addition to the current bonus of faster colony growth. I'm pretty sure that hypershunt can't spawn near core worlds at all. lazywizard. 95. 4. 2D RPG/Trade/Fleet Combat Game. It actually is: with an alpha core and then slapping growth incentives on literally any rock floating near a cryosleeper you'll literally reach size 8 planets in 2-3 years in-game time. api. A biofactory embryo. If you are new, some pointers on colonial management: Get some skills. Put farming, mining, light industry, and commerce. white, 256f, 15000, 400f); I know that the "15000" is the orbit radius, the "2" is probably the type of Ringband in "rings_ice0. Open up your Starsector install directory, find your saves and the save game folder for the campaign you're currently playing right now. Cryosleeper Tarantulus . It used to be called Starfarer. Yes, it is possible, using the same manual-track-down-cryosleeper method. impl. !!!Go to starsector r/starsector. Anything in the <150% Hazard is a good planet to start a colony. They're Domain, and only around the cryosleeper ships at a 50% chance - plus you need a mod to even take em and use them. The structure provides a significant growth rate to the colony. First of all you have to go and explore. 1a-RC6] CryoHarvesting Facility. Finally found one, the ship guarding it isn't really that hard to be honest. Systems with cryosleepers present will have green names. I got a cryosleeper IN my colonized system in my vanilla playthrough. If you're smart, make a backup of this folder before editing. Losing control of an active coronal hypershunt without following proper shut. S. This probably comes from a mod you are using. Min level is a campaign advancement threshold, but min fleet size is variable. However, there may be more mods elsewhere that anyone is welcome to introduce to r/starsector. To prevent Out Of Memory crashes, you must allow the game to use more RAM. It. DERELICT). It is great to colonize perfect system with all kind of resources, but average time you need to find one makes it to not worth . 3 changes the way several of the new colony and space structures work, including removing the "no transplutonics" requirement from Soil Nannites. save. Mainly it's a mission chain that grants you a unique [Redacted] ship, plus a couple of other [Redacted] related encounters at a cryosleeper and an asteroid in Askonia. They just need to be fast on the campaign map and be tough enough to fight off scrappy scavengers and security drones. Cryorevival Facility Range config . Cryosleeper Luck « on: March 18, 2020, 11:19:53 PM » Just have to brag here. e. The cool thing about obtaining a cryosleeper as a quest chain reward from a faction is that it offers an extra goody for building up. Though I'm having some issues, nothing crashing or anything, but i can't seem to get two commands to work. From in-game descriptions cryosleepers have tens of millions of people on board. . I mean cryosleepers showing in systems with barren planets isn't necessarily a bug if you think about the potential logic behind it. . This mod overrides procgen system, allowing you to change size of the sector, number of generated constellations, and more importantly - adjust number of themed constellations. Is there a console command for spawning a Cryosleeper?. If you want a realistic answer then slavery only exists when slaves can be useful. They present endgame combat challenges for the player with their unique, almost alien ships. Still, everything should be balanced with proper. Cryosleeper system has terran 75% arid 100% and desert 125%. No one knows why the gates went down. Go to starsector r/starsector • Posted by finereddit_illsignup. Both terran planets have organics, (standard) ore, and farmland, as well as ruins. 95aRC15 World seeds. Go to starsector r/starsector • by ayylec. This specimen appears to be inactive; pitted by small impacts, its hull displays iridescence from fear radiation scarring. A combat droid replicator. 5. You will encounter unique events when salvaging derelict entities, three additional types of discoverable stations, a new superstructure, campaign layer artillery. Even if you’ve scanned the whole sector, blueprints can be found in ruins. In this case, that would be 20,000 credits. 4, you find cryosleeper and kill. Greatly increases population growth. It's hilarious! 1 / 4. Probably something similar to Rome, or any other large superpower with a democratic component. Admiral;. typeing in just clear simply clears the console, not my storage. Both are fairly rare, so it's usually enough to find hypershunts fairly quickly. domain era comm relay. 1. Guardian, the ship that guards the cryosleeper, can never be recovered. Look for surveyships or motherships, they often have data pointing you toward one. An example of one of the countless thousands of robot probe ships sent out into the galaxy by the Domain to find new resources to exploit, planets to colonize, and explore the unknown. (Also, 5 ly away, the Alpha Kasdalur. 45K subscribers in the starsector community. Share. Asmoday (orange star), Abraxas Constellation - Legion (XIV) derelict west of Eros, along debris fields but there's a nearby [REDACTED] Nexus tooFirst good cryosleeper I've ever found. And the Starsector community for years of support! Changelog: Version 1. Starsector > Mods > Modding > [0. The issue of NPCs being unable to build later facilities is partly a Nex one, and partly an intentional decision. As far as Nex, meh, does make colony play bit more fun (and a lot. While I have not explored most systems, I found something interesting - there is an entirely independent cryosleeper system. The Galatia Academy is an interstellar research institution and university in the Sector. SpawnInactiveGate: Spawns an inactive gate in the current star system. The goal of MagicLib is to create a community-built library of useful (and well documented) scripts and plugins that can be leveraged and contributed to by every modder. Starsector 0. 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. It's important to note that these two will override the below colors. It used to be called Starfarer. Every planet in system you build a patrol HQ on will spawn it's own patrol, and every one will aid the others. Found a cryosleeper AND a hypershunt in the same system. Arnaud2B • 4 yr. There is a mod call "additional console commands" which let you spawn cryosleepers and coronal shunts. ago. 9. Open the planets tab. 95a] Beyond The Sector - Endless Randomized Systems. Add a Comment. Advertisement Coins. My marines dragging the 500 year old Domain officer out of his cryosleeper to man the nearest available ship (He's about to learn what a Radiant is). 95aRC-12. Namingly Clear, and Clear ships. The Pristine Nanoforge is a special item. 3 synchrotron cores. You can also add alias spawnstableloc to the start of that command to make a permanent alias. Long story short I play a bunch, but get very discouraged every time I sink 5/6 hours into a world and get shitty Cryosleeper spawns, as my current goal is to colonize a Cryosleeper sector. Lux Heavy Fighters: B. It reworks the basegame mechanics to make the cryosleeper require much more effort, but adds versatility and greater reward. Depends on your goals for your save. This ship has a little less armor. So I've started a new playthrough, I just founded my second colony. 24 comments. rhinoabc • 2 yr. Go to starsector r/starsector. With our comprehensive installation and usage guide, you'll be able to install and use [0. There's a system with a cryosleeper that's much closer - only 5 light years from the core, but the issue is that its habitable planet (which has 125% hazard) has a transplutonic deposit, which precludes the use of soil nanites. by overdramaticpan. Re: Stellar Mirror stuff (Spoilers) It doesn't have to be +2 farming every time, -1 farming would still be good with it. Now all I have to do is figure out why I can't get them to spawn in fleets, so once that's sorted I'll finally release it. Even worse, its like 10 times the amount of worlds. I have about half a milion credits in bank, around 1K machinery stored in abandoned station and crew isnt problem either with 2K capacity in my. Hypershunts only spawn in systems with either blue giant, or 3 stars with different colors. Have a look, see if it interests you. Alliances offer mutual assistance in times of war. 51K subscribers in the starsector community. Stardust Ventures v0. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. In missions the player has no character skills but is free to refit their fleet with any weapons and hullmods they want. Colony management is kinda busted in 0. There are actually a couple of good systems. report. Low overall hazard ratings. Also the range at which you benefit from them. A small sector seems to get the same number of Legion 14's, same amount of planets, same cryosleeper and mothership count, etc. Something close to the core worlds of the Sector, something that can provide all the basic materials, and planets that allow for special Domain devices to be isntalled (like no atmosphere, gas giants and etc). Advertisement Coins. Those make colonies super easy because getting to size 6 is the biggest challenge and cryosleepers make planet growth REALLY fast and. Features. Also it has some cross-mod interactions involving said [Redacted] ship. This can pretty much boost you into the 10%+ growth per month territory meaning getting maxed out colonies takes barely any time at all. My favorite starter ship is the pirate cerberus and hounds. These spawn as bounties in vanilla 0. And all the other mods that add new weapons, ships, industry buildings, charachters, end game loot. So we deviated to a domain probe, scavenged the supplies and fuel from it (and the defending drones), and moved on. Two jobs are available > trigger_player_minLevel and trigger_min_fleet_size : These define player-bound progress requirements. ReplyRe: first colony (optimal) « Reply #2 on: July 25, 2022, 07:37:43 AM ». The Cryosleeper battleship has missile autoforge as a hidden passive, not as a ship system or hullmod. Go to starsector r/starsector. May Ludd be with you all. Premium Explore Gaming. Imagine moving cryosleeper to system of your choice to help with colony growth. Of course, what's desirable has similarly suffered drastic changes in Starsector as of 0. It used to be called Starfarer. Remnant Nexus and other stations are technically fleets, these require somewhat different and more code to spawn. Do you know. Sieze Ziggurat, every Cryosleeper, Hypershunt, etc. 458. campaign. From personal experience, it tends to be near the core worlds. Step8: go there and use a distress signal while inside of the system. To get this ship, download Console Commands, and put "addship tesseract"for one, feel rather frustrated about such an arbitrary balance decision in a wake of free SO and Ziggurat. 0. Also it's 8. Bar event can point you there. 2D RPG/Trade/Fleet Combat Game. Can offset the poor light on the terran with an orbital fusion lamp, which is by far the item I find most often in my games (that and. 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)Alternative: 4th yellow skill on admiral, bunch of d-mods on a radiant (possible 2 radiants composition with okish cr). 111 votes, 13 comments. Look at the following line of code: system. Put it in the mods folder and make sure it's tagged in Starsector's launcher. all accessible by talking to a certain character, location depends on what settings you select at the start, do note that the character appears only on independant planets in bar encounters. Both cryosleeper systems actually have nearby hypershunts. So if they have a mod, for example that adds weapons, won't affect the galaxy and their ID can be shared :D. The arid world here has organics and both ores. Just realized the extremely hot barren world is great for a military base, with a. Note about system C: the system is entirely self-sufficient. 82 votes, 22 comments. Basically a shit system. r/starsector • After a week of Starquest induced burnout, I have returned to give you what will likely be the last two ships I add to this cursed abomination, for now anyway. Starsector > General Discussion > 0. You can recover all the AI Remnant ships (even the ones arguably stronger), tho. there's no items in system. 0. The only ships that met this critera for me were the. ago. 18 votes, 13 comments. They range from the uncommon and unconventional class to some properly rare (and expensive to deploy) super-ships. SpawnCryosleeper: Spawns a Cryosleeper in the current star system. hide. - Added workaround for Luddic Path faction file to get the LP Enforcer to spawn - Added support for more factions in Custom Battle - Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations * NPC Cathedrals will not respect the effect of D-mods on modules, as a result. It has since expanded in scope and concept to including new colony content and other features, still a wip but it has some neat stuff. You. • 2 yr. The problem is they are rare RNG and subject to more RNG (even if it's skewed towards better systems) makes finding it a kick in the balls instead. 5ly from a hypershunt and 5ly from a cryosleeper, as cryosleepers in this version give their benefits (albeit at reduced effectiveness) to systems within 10 light years. as the large sector - the large sector seems to spread them out more and many of the stars are blanks, completely empty and devoid of any planets or habitation save for eventual pirate and path stations later down the. Like all Derelict and Remnant ships this ship is hidden in the Codex; unlike the others it cannot be obtained even with the Automated Ships Skill. 7. Fighting domain-era ships. 95. A cryoarithmetic engine. Go to starsector r/starsector. Voila! A level 7 not-alpha core that performs better in derelict ships (I got lucky and managed to salvaged the Repose ship once and always console comman the ship in every playthrough afterward). Tri-Tachyon just trolled me. - Extras: - cryosleeper, coronal hypershunt, two. ago. This mod adds a developer's console to Starsector that can be summoned with control+backspace. It is available to all colonies established within 10 light-years of a system where a Domain-era Cryosleeper is present, once the Guardian has been defeated. It's a hardish fight, I suggest bringing a geared up afflictor and having a story point to spare. Meme. (+1 to farm production), plentiful organics and no rare ore so I can plant soil nanites. Ose System. - Vesta - large terran planet orbiting Calvera, suitable for farming. You should have four files in front of you. All elements +1 apart from Transplutonic. Had this mission from a very long time, got it along with the red planet mission a few times after completing the tutorial phase, did not complete it. Added text description. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC.