Editing planet size from save file. Safe operation requires prodigious quantities of volatiles. Create a sceleton of the faction, including flags, known blueprints, used portraits and etc, etc. more edit: also, if there is a spare shithole planet in one of the systems, take it. of couse i looted it but my ships keep orbiting it instead of the planet. Open the comm directory option when you get to normal planets. Personally I prefer DIY Planets planetary accretor ship though, much less hassle that way, so long as there's asteroids you can convert. It doesn't, really. Survey the planet. Once in the game, you can summon the console with control+backspace and enter your commands. Do you want to stop the faction expansion in Nexerelin, a popular mod for Starsector, a sci-fi sandbox game? Join the discussion on Reddit and learn how to tweak the mod settings or disable the feature altogether. StarSector Wiki is a FANDOM Games Community. Editing planet size from save file. In my experience, volatiles are the most profitable. If your military fleets stop being pickets, and become detachment they start to patrol the jump points of the system in hyperspace. r/starsector • 24 days ago. Open your save with Notepad++. If you are not in the system they don't even attack star fortress. csv or through code), and is removed from a ship, then the base hullSpec will be restored. Choose your faction (or establish your own) and dominate the Sector! 9. Open the file that interests you - let's say we want to spawn IX Aurora. The Core Worlds are the center of Human civilization, and the primary site of conflict within the Persean Sector. The colony needs to be at low stability(3<) for 16 mounths to have a decolonisation check, ach mounth it will verify if the colony is at 0 stability and if true, it will them check for decivilization, this also means it can take a lot of time to decivilize a planet, even having some chance of it *never* decivilizing. 1. ago. for example: <st>legion_xiv</st>. You don't need a mod, it's a setting in the config file (maxColonySize if I remember correctly) but it's very broken, balance wise, to increase it. Edit; oh you mean the dots in the rings. While the commands themselves aren't case sensitive, arguments are. 12) - for you 0. 17 comments. . 4X game features in Starsector; Factions will wage war against each other and try to conquer their enemies; Diplomacy events see faction relationships changing over time; Join a faction to gain useful support and represent them in war and peace, or start your own; Alliances offer mutual assistance in times of war; Planet. code not provided in this post. A community maintainer has put an updated version of the mod up on GitHub and a forum thread - please go there for future development) v1. ) Find the planet that you want to edit. I set my max battle size at 2000dp so my processor can choke and die fighting massive battles, but it's fun as hell. All planets have a random number of planetary features which increase the number of districts a world can support. 2. Give AI cores to station commanders. Step 3. Stellaris appears to create the game map first using the map files to create coordinates for the stars on the galaxy map, and then use the star_classes file to pick what star class is at each coordinate, and then finalize the system with additional contents (planets, moons, asteroid belts). 46K subscribers in the starsector community. Short answer is " NO ". ago. Categories Categories: Add category. 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. There's two sections that list the planet modifiers, modify and add them to taste (you can find all the conditions code. You can build many of them in the same system, but there's diminishing returns to their effect. Your Starsector Colony will live and die by these few stats. Orbital stations (both. The fuel requirement depends on the level of ground defenses at the. Turning a planet to arid or jungle with TASC does a volatiles purge. I would say it is caused by terraforming & station construction or one of the faction mods I have that adds planet types. close. A minituarized, variable-output fusion reactor capable of providing ample light and heat to a planet. TiberSeptimII • 2 yr. 205. 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. I thought this was fixed so you can't remove the decivilized modifier. I can’t believe I just randomly found it lol. Seeds are notoriously finicky in starsector, where the addition of almost any mod breaks them. Brilliants are A tier, Scintilla are B. 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. If transplutonics demand is not met, removes the extra slot, which decreases colony stability if the slot was in use unless you remove the extra industry. The generated planets - all are crap - how to proceed? After hours exploring the sector, all close systems have crappy planets. Get Notepad++ if you don't have it because you will need it. 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. This mod adds a search box to the planet list. It used to be called Starfarer. 1 Answer. i have taken over a system introduced by seeker where unfortunatley there is a debris field directly above the planet. 15. 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. There probably is, I just don't know of one. It works as you'd expect. 6. You’ll need to know the name of the ship you are trying to edit, then find the column you want to change If you want to change turret placements, turret size/type, inbuilt hull mods, or that stuff, it’s a bit more complex and I suggest you look at the wiki and the forums as previously stated. ago. type list conditions. I had already filled the slots on screen With some mod added structures so it didn't allow any industries to be built. 95a. By the end of this tutorial, you will have a mod with a custom ship, weapon, faction, star system, and associated other creations, as well as a passing. I. MIRVs can also be helpfull for quick burst damage. This tutorial explains how to create a market in a new star system on a new planet. Tactical and saturation bombardment operations are available. The Domain-era Cryosleeper is a large derelict vessel found in some star systems; the vessel cannot be moved. This tutorial explains how to create a market in a new star system on a new planet. Ordnance points another. 0. The hotter the planet surface, the more effective. Need feedback and tips. 05. • 1. Killing the station destroys the base, although a new base will spawn in time. If it was a Nexerelin tooltip, then it's probably pointing to the Prism Freeport. if you are able to locate GUI/UI file, you should be able to change it. Both mods are good and add unique stuff, DIY Planets is more vanilla friendly, you needing artefacts to complete terraforming projects. 39. Mining: 1. 96a] Experimental Hull Modifications 0. Cryoarithmetic Engine. EDIT: I figured it out. 18. I wouldn't recommend it unless you want to concentrate on colony gameplay more. A higher player max level may make it harder to get story points in the future if new levels take more experience. If you have created your own, make sure you check those related files. 2. You can change [star] the id to anything you want but make shure that all other planets orbit what you changed it to. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). So all you need to do is just really making your orbital work colony only +light industry+farm+military base. On a practice, the only one, who can do it - is Alex. The total market value is just the total amount of the commodity demanded by the cost of the good. A good class (V and IV) planet with a low hazard rating (50% - 150%) often automatically means a planet satisfies one of more of the following criteria: A non-habitable world with good-great resources. That is the only thing I can think of at the moment. I've done that to edit the ships with restricted hullmods ( cough, angry ziggy, cough ), I expect it would work for copying over too. Industries are buildable colony improvements at player and AI owned colonies. You can create new stable hardpoints in a star sector by emergency burning to a star and clicking on it as if it was a planet. 3. By default this mod does: Increased map size 1. Compatibility improvements I intend to make once other mods update for 0. Edit: You still need to find source of volatiles, but still it's not a bad system to start with. That's all. – Construction of coronal hypershunts. This label. It's ridiculous that it doesn't go away by itself after the planet has been civilized for some time, so I've got to take matters into. Uploaded: 23 Feb 2019 . 205. A quantum computer that violates the second law of thermodynamics by getting colder instead of hotter while performing computations. For a full list of supported commands enter. Senate. 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. ago. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. You need only ONE planet each with +2 Farmland, with one or both +3 ores , with +2 volatiles and with +2 Organics. A lot of things have changed, that effect colonies in starsector 0. 0 approach to building quests. Copy that -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005. The Internal Affairs mod is an excellent example of the 0. A good class (V and IV) planet with a low hazard rating (50% - 150%) often automatically means a planet satisfies one of more of the following criteria: A non-habitable world with good-great resources. 91, or had, say, Nexerelin, and your laptop is version 0. csv is section on planets. 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. I think that with industrial evolution, you can eventually build a senate which can remove decivilized subpopulation from a planet as well as other stuff. You can make a new save, open it with notepad, and copy over the ships from your previous save. Edit: as far as fleet quality goes, IIRC you only need to max it out on 1 world and the size of a fleet spawned depends on the size of the planet as well. 8. This happened multiple times. I recently found out that if you start a colony on a decivilized planet and then abandon the colony then recolonise it, you can remove the decivilized mod. right up until i got my first colony settled on a 75% hazard planet, i played out of Corvus' abandoned station. Bitbucket. Starsector. If transplutonics demand is not met, removes the extra slot, which decreases colony stability if the slot was in use unless you remove the extra industry. Hikurac • 4 yr. Summary: Acquire production hullmods from derelict mothership. After much research and testing, I've nailed down a code that is ran with the Console Commands mod "runcode" command. log, which gets overwritten with every game run Bugfixing. Found it while exploring on my own, at a "Sentinel Gantries" sort of station found orbiting some world. Make sure you un-suspend repairs on your ships, then the fourth button should allow you to repair. Nexerelin adds a number of 4X gameplay features to Starsector, such as faction diplomacy and warfare, and enhances the game with several other features. now save the game and load it. « Last Edit: April 20, 2019, 12:18:48 PM by Lucretius » Logged Shield. 7x10^7, IE a size 7 planet. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. The amount of resources that can be exported and imported both in-faction. 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. If the original save was in version 0. so i add a orbital ring to my planet. you will need alot of fuel. those vulture scavengers. In the age of the Domain, the Core Worlds were the heart of the sector, which spanned the entire Persean Sector as a result of a mass-colonisation effort. From Terraforming and Station Construction, Supercomputers consume AI cores to increase income in system (and I think production if you use alphas). Moasseman • 1 yr. Add a Comment. When a Sector is created it will extend 4 hyperlane hops from the sector capital. For uncolonized planets I can see a <radius> variable in the campaign save file, but I can’t replicate this on colonized planets. aCobOfCornWithStyle • 8 mo. 2) Colonize every planet on every system regardless of hazard and conditions. Join a faction to gain useful support and represent them in war and peace, or start your own. Just give the government plenty of supplies and the rebellion will eventually end. 91. Download. It introduces: BaseModPlugin,. The ones that show up when docked or while mousing over them. A much more lucrative option is smuggling. what a lovely planet, thank to DIY PLANET and Terraforming and Station Construction mod, now you can get and build your own ridiculously good planet. Posts: 10 [0. These are meant for broader use within the. 9a. 3. 96. 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. if you are able to locate GUI/UI file, you should be able to change it. These are meant for broader use within the. Choose your faction (or establish your own) and dominate the Sector! 9. I have a feeling there’s a great opportunity here for some form of reflection lib which other modders could contribute to and/or use to wrote new creative mods (specifically UI based). Starsector > Mods > Modding >. You’ll need to know the name of the ship you are trying to edit, then find the column you want to change If you want to change turret placements, turret size/type, inbuilt hull mods, or that stuff, it’s a bit more complex and I suggest you look at the wiki and the forums as previously stated. Even active sensor scans can't pick you up anymore I think. 5 to Tri Tachyon, and +1 to the rest. – Terraforming in starless systems using the fusion lamp. Create custom planetary structures (like station - nexus) and probably custom resources, used in there. Can't even find it. Interesting, I guess I’ll have to get on that. 15. 149. I recommend using a mod manager like SMOL or MOSS. Don't do a full deploy, insted deploy in waves using the reiforcements (G by default), so you can get a stable battle line on the start, for that deploy a single frigate and tell it to retreat imediatly. 14, for Starsector 0. The tutorial source code can be found at:Search. I upped it to 8 because the new industry items are intended to balance the size reduction. 0. The whole of the sector could fit on a size 10^8 planet in the lower estimate and a size 10^9 in the upper estimate. Think it was a. Just google starsector add planet, there's a couple threads. You want a system with all of the base materials, and you'll find a few if you keep looking. Ground forces come second. 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. edit: DIY Planets mod, not TASC Reply reply. (source: wiki) Another way would be to lower interest they have on your colony, by removing enough forbidden industries. Its even possible for some mods (no idea how) to make it so even if. 0 is out! You can now add orbital stations to custom star systems and name each and every planet and star in those systems! v1. It'll either be nothing, an Officer, or an Administrator. 2023 edit: or shipgirls. It's a utility mod and can be added or removed. ago. All planet types have the proper conditions generated; Special planets in non proc-gen system now get the proper special conditions; Version 0. I've heard that you can get one from dockside bar options too but I've never seen it happen. A mature colony typically has around 300K+ income and ~60K upkeep. Go to the core world. Switching to Java 8 seems to solve the issue, Thank you kind sir. 3. Diplomacy events see faction relationships changing over time. Commissioned Crews mod supported. After that you can still procede with its removal, but youll get a bad, non-removable colony modifier for it. Now it work better :I've tested it with vanilla Starsector 0. Installed in population. To edit the actual effects of the skills, once you unzip it you'll need to build the Java project any time you make a change; it won't be as simple as changing the JSON settings included for easy customization but it isn't terrible difficult either. Combat readines is one thing. json file. This is installed just like any regular mod. 205. Drag and drop the folder from the “saves” folder in the starsector folder. First ever post here so sorry if there's an etiquette I don't follow. 17. Looks fine to me. Facts in real life may not apply here. My general technique is to identify which world I want to be the new capital. 3. Open "settings. You can only increase how many colonies you can manage by default. Colonies within ten light-years of a cryosleeper can construct the Cryorevival Facility industry once the Guardian has been defeated and the sleeper explored. 95a is here. You can add/remove conditions with AddCondition and RemoveCondition, for example "addcondition farmland_bountiful". Really can let you min/max your officers. Switching to Java 8 seems to solve the issue, Thank you kind sir. Starts from a planet with pop 6 or greater. Aside from that it doesnt really impact the game iirc. 1 Activating dev mode 2 Uses 2. Maintaining such unconstrained modding landscape for the players requires a little extra work on the part of the modders. The tutorial source code can be found at:On planet class And on hazard rating. . Long Summary This mod contains around 550 AI-generated illustrations for colonies that have been sorted and edited. e. Things that are always good on a planet: Number one, the hazard rating needs to be as low as possible. setLocation(0f, 0f); and this would move the planet to the center of Corvus. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. Yeah, the planet with bad shit that sneaks up on you is a classic story, but orbits are incredibly basic to predict compared to making interstellar colonies. 5 GB of memory for the JRE Heap. dock at the planet you want to change 2. zeonlight78. Notes: The colony will eventually die if you repeatedly raid it. Independent/Pirate depends on transponder status and current proximity to trade convoys. json to change the level cap, but that will leave the experience/level scaling in place. Name. (When the player met Livewell Cotton at a station or planet) Counterintelligence, infiltration, and sabotage capability: 1: great capability at evading tri-tachyon/player surveillance and infiltration Tri-Tachyon/Player Alpha-Core Control Planets (I highly doubt Tri-Tachyon doesn't have the most sophisticated surveillance program, and I doubt. 20. json; That string determines how many colonies you can personally command by default, before any effects from Colony Management. 5gb to 1gb. close. focus the little ones or the ones that are getting close to your ships. These custom star systems are configured via a JSON file in this. Sadly we are not getting many mods, even less mod updates. e. event spawn_system. Only two cryosleepers can be found per sector. You will need 5 story points, a lot of fuel and an Alpha core to do so (the core is not consumed in the process). finished it up, adapted it for Starsector, and wrote a few other quests. The higher your accessibility, the more income your colonies will generate. if you're just after player portraits then edit player. 96a] Planet Search Mod, the choice for serious players seeking advanced features and customization options. 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. json or scripted map generation. Commander; Posts: 207;. Name. I have surveyed literally every planet in the sector, and I have not found any Tri-Tach blueprints, and I can't build the Paragon. a small guide to Editing items in savegames. Then add even more raids to cause civil unrest. Selling them on the black market gives them to pirates. Because of that, planet A will supply planet B with food. ) Get Notepad++. Works best on cold planets. Population growth bonus equal. That's all. Voting closed. With the base settings, there is a 10% compounding upkeep penalty for every structure above 12 - this can be adjusted or disabled, check the FAQ. This means that you can have ships with up to 6 s-mods. An Editor/english teacher. You'll only lose 1 rep, if any. Heat/cold, atmosphere,. Amount of industry is tied to the population so use "addcondition population 8". 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). most games have modifiable UIs. Administrators are hired the same way as Fleet Officers. Navigate to your starsector save folder. 1) - 0. e. Editing game files might work. de_kriskard • 8 mo. Edit: Those ships even get sneaky sounding names lol. ago. Dunno if it's possible. json file that you can find in Adjusted Sectordataconfig. Open comment sort options. • 4 yr. This format is designed to facilitate finding specific information quickly when you know what to look for. Logged Thaago. "C:Program Files (x86)Fractal SoftworksStarsectorstarsector-coredataconfig". Put it in the mods folder and make sure it's tagged in Starsector's launcher. Size 3 - between 5 and 10 million. so its probably in the core game files in the java files somewhere. videogame_asset My games. Console Commands is a mod, but I think you might be able to edit population growth in the settings. ). Nexerelin reinstates this "feature" I believe. Stop playing the game for months out of frustration trying to find good planets. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. It just makes hot and very hot worlds more desirable. The ship will then be produced and delivered at the end of the month, stored at the designated planet. - Vulcan - small volcanic planet orbiting Vesta, suitable for industry. Something like that, I'm mainly curious if there is a true "earth like" planet somewhere. (If you want more industries, need to change the maxIndustries table right above the previous one too) 13. To install the mod, simply download the . Market conditions are properties of a market representing local environmental or social conditions. I expect putting it at 10 would thoroughly break the economy. 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. In settings. You can also add a synchotroncore to your inv with additem synchotron. Added "survey planet" mission Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise). But the will not travel to colonies who are in other systems. Press Ctrl + F on your keyboard and type in l="last name". Any idea what I should look for? What are you trying to change? Colonized planets have 3 separate entries in the save file. Market conditions are properties of a market representing local environmental or social conditions. Planet B doesn't produce food as it doesn't have farmlands. Open the file that interests you - let's say we want to spawn IX Aurora. removecondition volatiles_trace. 5gb to 1gb. Look for settings. Installed in population. (Mirror) Slightly older build (v0. I haven't done it myself yet, but those files are included in a . Evolution. Thus you will need only one operative for all your systems and planets on 'active cleaning duty' as agents tend to be secretive and would start removing a cell even if another agent is already working on it.