I focus on fiding a system whit 4-5 planets that have tier 4 ruins, +3 Ore and +3 Trasplutonic ore, my order of importance is: Ruins Ore Transplutonic ore Everything elseI once found a cryosleeper in a decent system next to the core worlds (about 5 LY west of Tyle). But you can mod the game to increase the number of cryosleepers. 8. Check the starsector. • 22 days ago. 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. Also it has some cross-mod interactions involving said [Redacted] ship. 7 LY from Westernesse system. If you're willing to colonize a few planets it's fine but I prefer having fewer ones with more resources. Advertisement Coins. r/starsector. I've grown fond of this combat ring/star type of abomination. 95a Updated bundled libraries: - kotlin-stdlib: v1. Cryosleeper can be a gate keeper for size 5-6 colony growth, so without securing one you cant have colony size above 4. around it. Fighting domain-era ships. Got a (unique?) mission from a scientist in a bar involving looting a weapon cache (or another cache type, not 100% sure) and bring back the alpha core it contains in a dedicated secure container. Plus, its temporary - after your colony reaches T6 you can move that core to somewhere else. 2D RPG/Trade/Fleet Combat Game. Its impossible to run a default map to endgame without framerate tanking. There are still a couple of things you can discover: There is a special Cryosleeper somewhere out there which is guarded by an AI, kill it and call Courser to repair him afterwards (don't forget to salvage his unique ship) If you've completed the main menu missions added by the mod (the one where you protect. We'll have. 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. 6 Changes - Updated to 0. Jacob_Bronsky • Additional comment actions. I have done very little over the weekend because it's the weekend, so all you get are these newfangled doodads. Dev (Developer) Mode is used to enable some options or features that are useful for development or modding. Add a Comment. 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. 2D RPG/Trade/Fleet Combat Game. Just select the planet you want, then ctrl backspace, and type "addcondition noatmosphere" and "addcondition volatilesplentiful". 96] Domain Explorarium Expansion: A Derelict Droneship Pack V0. 04. That main terran world is making 600k+ a month, alphas, commerce and the boost item, megaport upgrades and so on. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. That seed also had a good Duzahk system though so I colonized that instead. [deleted] • 3 yr. Join. Think of the vanilla Starsector as the basic framwork. 8. You can also add alias spawnstableloc to the start of that command to make a permanent alias. -wait until you get an Intel notification about a "wayward star" and go there for the final fight. g. Pick a commission with the faction that lays claim on those planets. 49K subscribers in the starsector community. there is also a godly system right below the core worlds so make sure to check it out. And a fucking cryosleeper in same system. This planet doesn't send out more than small patrols because it only has a patrol HQ. I am new to this, only have played it for couple of days. For a full list of supported commands enter 'help' in the console. Vanilla (0. The Ludds are not stopping you from opening the gates and are encouraging it. All capital ship BPs except the conq and legion. Basically get rid of small ships, then slowly work through larger vessels. Open navigation Go to Reddit Home. 95aRC-12. Link to the original video: Follow me on Instagram@jack_jfitIn vanilla sector generation there is a guarantee that at minimum, 1 mothership spawns. 4. This specimen appears to be inactive; pitted by small impacts, its hull displays iridescence from fear radiation scarring. 1. Don't get too many too quickly. Don't know of any mod that lets you build one, but boogled's terraforming and station construction has a cloning industry that produces organs and boosts growth but costs a lot of domain. Starsector 0. Colonies established in a system with a Cryosleeper can build a structure called a 'Cryorevival Facility' (after defeating its defenses). Meme. View MagicLib's javadoc here: . I just like starting with smuggling and trading so these ships are perfect. Your second system is best -- several habitable worlds, barren world for Industry, etc. In other words, it won't give away the position of a cryosleeper you haven't discovered by recommending planets near it. If the problem comes from a mod, the. , both subsidiaries of Tokyo-based Sony Group. Another issue is the method used to scan the gates, if it cannot find ‘Inactive’ in the name of gates, it will scan every. As for the alpha core uses: doubling the population growth bonus from a cryosleeper. save. procgen. You are correct and wrong at the same time. Earliest save compatible version: 0. Even worse, its like 10 times the amount of worlds. 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. -based Sony Pictures Entertainment and Japan’s Aniplex, a subsidiary of Sony Music Entertainment (Japan) Inc. rhinoabc • 2 yr. Factions will wage war against each other and try to conquer their enemies. Found a cryosleeper AND a hypershunt in the same system. 2 (January 4,. Moasseman • 1 yr. It used to be called Starfarer. To address your points and concerns: Yep, the mod is still heavy WiP and it still going to expand and rework in many areas. Features. 95a-RC15 seed] Very close to the core worlds, 9 light years west from the Persean League. Tbh I would just edit the save file to set an already existing planet up with all the conditions and modifiers you would want. 458. 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. Get the core and call Courser and ask him to speak some sense in Barrow. Starsector 0. - 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. If there is another special feature about the system, like a nearby gate/cryosleeper/coronal hypershunt, then maybe I'd consider it. For example, having 10 stability means you get a 50% bonus to. Get app Get the Reddit app Log In Log in to Reddit. Then most of the rarest ships will only spawn as rare or unique bounties I will be able to control the frequency of. The Rift Generator basically allows you to teleport the planet to a different system. It used to be called Starfarer. e. 96a is out! (05/05/23); Blog post: You Merely Adopted Rules. Multi-star systems have their odds divided by the number of stars and thus don't have better odds than single star systems. 95. This is probably the best system I will ever find in vanilla Starsector. I prefer to start my colonies when I hit 10m then spawn an empire overnight but you are more than ready Reply Nk12005. In a grimy skydock bar orbiting a volcanic world, an aged veteran spacer with the wear of centuries can be seen regaling a huddled group of youths, refugees that had managed to slip into the system after years of dodging Destroyer patrols, freshly transferred in to work on assignment with the magma harvesters. comments sorted by Best Top New Controversial Q&A Add a Comment. Also the range at which you benefit from them. started colonies in a cryosleeper system, closing the port after initial growth. And it's <150 dp, so I have the option to disengage directly. ago. 24 comments. It's covered in debris so you shouldn't have much problem seeing it on your radar. It used to be called Starfarer. Damn, these ironshell got hands. 4. A console script for Starsector. Look for surveyships or motherships, they often have data pointing you toward one. Given that you'll have at least a somewhat significant force already to kill the. Supplies can often be salvaged in large quantities so cargo considerations. A perfect staging ground for an invasion of the core worlds. 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. Those are the most likely to have habitable planets, including Terran ones. I don't. I've found a system which has a gate, 3 stable locations (1 already has a Nav Buoy) and seems to cover all the needed. 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. I'm on my first playthrough and I heard you get blueprints by looting research stations, which generally spawn far away from the core, mostly around neutron stars and black holes. It would make it more enticing, instead of ultimately unnecessary. Best cryosleeper system I've seen so far [Vanilla 0. Go to starsector r/starsector. Add a Comment. Open the save in notepad++, search for the planet name. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Vanilla is 2. Also- the mega-cryosleeper is in the system next to this one, but that system doesnt have very good planets to choose from. With our comprehensive installation and usage guide, you'll be able to install and use [0. only thing that suck about duzahk now is low change of being in range of a hypershunt/cryosleeper. Posted by 6 days ago. This is probably the most important one, though it is system specific. This mod spawns a third cryosleeper named "Hypnos" on a random system. Plus, conquest has a top speed of 45, SO dominator has a top speed of 50, plus the 0 flux engine boost tips things over to 100. Two of them are in the same system, and that system also has a class IV with great mining. 1. Share. zonneschijne Avenge Mayasura • 4 yr. 4. 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). Don't start a colony until you have quite a bit of money to burn. Console Commands is v2021. The therapist removed my F5 key. Decivilization is an act of destroying a market by completely collapsing the ruling polity, turning the planet uninhabited and giving it the 'Decvilized' market condition. share. Otherwise growth will be much slower. Y. 2 you go to tia exet, fight weird fight at the aurora. Finally found one, the ship guarding it isn't really that hard to be honest. I can makes them spawn at the perfect rate for my setup and it will be entirely out of whack with someone else's mod list, Adjusted Sector size and customized settings. 5 times the size. Nexerelin, this mod adds two unique quests. Colonies were added in version 0. x, $playerLoc. Put farming, mining, light industry, and commerce. - Minerva - small frozen planet orbiting Vesta, suitable for industry. With an alias, spawnstableloc will work as shorthand for the full command. Quote from: geminitiger on March 28, 2020, 12:54:30 PM. But it's weird a Radiant is guarding it in the first place. The cryosleepers ("Calypso" and "Tantalus") are named in reference to the 1994. As far as Nex, meh, does make colony play bit more fun (and a lot. It's nearly impossible to make more than the tiniest of changes without corrupting something. 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. 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. Starsector > General Discussion >. "gas_giant", but for spawning planets you'd want. Good place for the first colony is a planet with low hazard rating that allows to star farming/mining to kickstar your economy. For exploration + trading fleets, I usually spam Mules and Shepherds because they offer a great balance of logistics and combat. Can't recover the thing that guards the cryosleeper even with the skill. You have to make Shure however, that the building is constantly supplied with 8 organics. for those wondering, the seed is MN-4556817502700179808. I mean cryosleepers showing in systems with barren planets isn't necessarily a bug if you think about the potential logic behind it. . . AlarmedAd4399 • 2 min. If I try storageclear ships it says no such command. Extensive Ruins. . 1. Occasionally Penelope's will spawn with decent planets which gives you a nice core-system to take advantage of accessibility and once built up you can colonise non-core with less worry to costs. While I messaged alex on twitter with this thought, I figure it should be brought here too; Been discussing an idea for cryosleeper ships on the unofficial discord with Tarn#5882 who suggested they could allow for size 7+ colonies. Having totally explored the target system with the neutrino detector I couldn't find it anywhere. " -. and a crashed cryosleeper in an asteroid field between the gate and the planets, or, say, a hypershunt in a system with a couple of toxic worlds, or even something as simple as a frozen world very far. 2D RPG/Trade/Fleet Combat Game. With 2000 supplies, 500 heavy machinery, and 2000? units of fuel you can force the cryosleeper back up into orbit and into your fleet. Tri-Tachyon just trolled me. The Omega are a pseudo-faction introduced in Starsector 0. The Omega have a relationship of unclear nature with the Remnants. Is there a way to zap a station out of existence, blessed reach is unkillable and I find that rather annoying. Note about system C: the system is entirely self-sufficient. 95. 2D RPG/Trade/Fleet Combat Game. Following fields define the number of stuff you will. This probably comes from a mod you are using. 95. 0 LicenseSubject of one of my current runs and only explored a small part of it, this one is with using nexerelin (and lazylib, magiclib, boardableunboardables, if those actually impact it). vast ruins, +1ore,+1organics. Skydock in orbit of Dóiteán. . Go to starsector r/starsector. Go to starsector r/starsector. Greatly increases population growth. json) and changing the value of maxColonySize. Only appears on class 5 planets)Arranging holidays in an embrace with the Starsector is priceless. Not much beyond that. 0. An autonomous mantle bore. Exit the console, press ctrl+z. Those make colonies super easy because getting to size 6 is the biggest challenge and cryosleepers make planet growth REALLY fast and. 4. csv, I Was Born Into It (11/13/23) Home;. [Vanilla] MN-9137050532499429048 Both systems with cryosleepers have coronal shunts within 10 light years. 1a/0. There is a mod call "additional console commands" which let you spawn cryosleepers and coronal shunts. Weapons with EMP damage are also a good idea. Then. Founding first colony. Step 2. As they explore the ship, they realize most of the life sustaining systems have failed, only few survived. Cryosleeper Luck « on: March 18, 2020, 11:19:53 PM » Just have to brag here. 4X game features in Starsector. Planets are: 100% tundra with +1 organics (although -1 farming and mining) 150%. Historically they stopped being useful when technological progress replaced the need for mass unskilled labour. It only has a -1% penalty due to isolation from other colonies. Searching the entire save file for a perfect system, getting burnt out way before. 0 coins. 60 votes, 29 comments. Object Analysis lets me know where there's actually something there to find, in case you get the Cryosleeper system bug (flashily dressed item informants will mistakenly accumulate intel on cryosleeper systems as if the cryosleeper is salvagable - it's not. Then I found this cryosleeper in a system with good farmland and some volatiles. It used to be called Starfarer. Seed MN-4441387325932408371, if anybody's interested. 95 1a-RC6), No Mods. 5. 21 -> v1. save. Not awfully far from the core worlds either. If you have Adjusted Sector mod you can trim down how incredibly large it makes the sector but still keep a good level of goodies and have a few extra motherships. Bonus points if all resources are on planets with less than 150 hazard. But my above listed method still does work. Try to settle a low hazard world with decent resources otherwise you will be paying out the ass for hazard pay. Right now I got my first cruiser - Mora - and I am thinking about founding my first colony. 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. Got my revenge on the Paragon. They don't need to be great at combat. Scan Those Gates can be safely removed from an active game by running the console command "RemoveScanThoseGates", saving the game, and then removing the mod. most games have modifiable UIs. That feature's already implemented: just add the Cryorevival Facility structure to your colony or colonies. A mod that increases the game speed, so you're not wasting time looking how slow you fleet moves. 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. 460. Step 3. 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. 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). Various content mods add secret sectors and named stars with unexpected rewards/events. Mega bonus if theres a Domain-Era Cryosleeper in the system. 3 The Javadoc's index is now one single page Added org. But if you get the console command mod then overlord’s additional console commands mod, you can spawn in cryosleepers. What I found good against them was using fast flagship (anything small works, so frigate or destroyer), so that you meet smallest ships and blast them with burst beams (phase lances, etc) while moving backwards. 2. Basically title. A dedicated fuel tanker is a practical requirement for almost all fleets, unless making excessive use of Auxiliary Fuel Tanks on combat freighters. Cryosleepers are usually found in systems that have old salvageable items, such as multiple. Go to starsector r/starsector. both cryosleepers. First of all you have to go and explore. This considerably bolsters your system defense VS expeditions. The sleepers that arrived at habitable planets would have successfully deployed themselves, colonized the planet, and been dismantled afterwards. My Starsector intro video: is an open-world single-player space-combat, roleplaying, exploration, and economic game. The other cryosleeper system has a desert world and some other stuff in it (but I never colonized it). This means if you can only find one cryosleeper system, the other one is. approximately 16 months ago) must have had a stability of. United Auroria Federation/ UAF, this mod adds one unique quest. 10. IOUtils: - Contains methods to help with reading/writing files using the API - byte[] readAllBytes(String filePath), an API. I have created an AI core in Character. In addition, it's got both kinds of ore, organics, and volatiles. 96a-RC10). SEED: MN-4787083176397971421. “Starsector 0. 805. it's on a system with a Domain Cryosleeper and it's within 9. Stardust Ventures v0. !!!Go to starsector r/starsector. 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. 164. 0 coins. LoggedI run now 2 main campaings on both my computers on that seed and it's a charm. What you should actually do is not start a colony until you find a cryosleeper. If you still have problems, you can try enabling dev mode in settings. json and setting element "devMode":true It can also be toggled in-game by using the Console Commands mod with its devmode command. For logistics reasoning: I'm running Nexerelin, TASC, and Ashes of the Domain, and got an extraordinarily lucky star cluster spawn right next to the Core Worlds that's filled with habitable worlds that I have been steadily taking over and terraforming. But it's available only near a cryosleeper, just like cryorevival facility - within 10 light years. That maximum -30% accessibility penalty is still 30%. Both are fairly rare, so it's usually enough to find hypershunts fairly quickly. X16aBmfX4Pr7PAKqyBIU • 1 yr. The fleet can destroy a cryosleeper guardian easily and can avoid pretty much anything. Even at the degraded growth rates out towards the edges of the cryosleeper's radius, it's huge. The reason I know this is because I spent all day surveying all of the systems and DID NOT FIND ONE CRYOSLEEPER. 53rc1 (2023/02/27) Mod, the choice for serious players seeking advanced features and customization options. The Cryosanctum is specific for Nomius, the cryosleeper does not allow for the use of the Cryosanctum, it allows for the use of the Cryorevival Facility. The problem with seeds in this game is you have to have the exact same mod list to have the same result with a seed. In one of the systems is a Cryosleeper. And that Survey Ship leads to a Mothership, or at least so t. Have a look, see if it interests you. Every generated system has 2 Hypershunts and 2 Cryosleepers. 51K subscribers in the starsector community. Join a faction to gain useful support and represent them in war and peace, or start your own. 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. There's also Domain Cryosleeper ships which are found randomly in the sector and. 458. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions button in the main menu. (If you want more industries, need to change the maxIndustries table right above the previous one too) 13. I have 1 size 8 colony from hauling a cryosleeper into orbit and another on the way for my primary. Logged KDR_11k. Once in the game, you can summon the console with control+backspace and enter your commands. Your first colony should be on a good planet. By the time you can use the Hypershunt (And if you even get lucky enough to find the damn item required to use it) you'll already have multiple colonies at a large size (Volatiles required is huge) and that extra industry aint gonna make you much more money, whereas a Cryosleeper. 86 comments. If all you care about is getting gas and production amount blue. 0 Released. Welcome to the unofficial subreddit of Crunchyroll, the best place to talk about this streaming service and news regarding the platform! Crunchyroll is an independently operated joint venture between U. 1. More posts from the starsector community. Namingly Clear, and Clear ships. typeing in just clear simply clears the console, not my storage. It used to be called Starfarer. ago. A good XIV Legion with limited support can probably have a pretty clean fight with a radiant. For a market to decivilize, it must be at 0 stability for at least part of a period lasting around 16 months, where: the first month (i. 95. Rampant AI is one, invading aliens another, dominion returns, a telepathic entity randomly mind controls 3 factions and they work together to attack everyone, Reavers, etc. It mostly get destroyed or even if disabled i didnt get the option to salvage it. I found a domain era cryosleeper just 11 LYs from my main system colony. I don't need everything on one planet. 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. Destroy all hostile AI fleets and battlestation (they don't follow the directive). 96a - Removed MagicLib version requirement Bug Fixes. 20 ox tugs to move this big ship etc. I'm playing a vanilla game of starsector and I paid a pirate for the location of an Apogee blueprint. 1a-RC6] CryoHarvesting Facility. -Forts and Decimators will no longer appear in Cryosleeper encounters, no more easy fights. -The Silo(P) has been sigificantly reworked, it should now be a bit more balanced and significantly less ugly. 12. ago. Well, the cryosleeper is only (somewhat) useful to help grow faster a nearby colony. They provide a way for the player to. 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. If you're smart, make a backup of this folder before editing. And all the other mods that add new weapons, ships, industry buildings, charachters, end game loot. Can easily maintain a few high hazards to house heavy production and such when a single low haz makes so much money. End the game with the headcannon that you and the Alpha get together. 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. After defeating them, the player checks the readiness of the cryosleeper through a dialog box - after repairing the reactor, it remains to fill the fuel tanks and repair the propulsion system. Note that if the Spoiler Policy option is set to "Only show surveyed planets", then it will only consider cryosleepers that you've discovered. There is a third cryosleeper called Hypnos that you can interact with. 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. This is in essence a von Neumann probe, as the survey motherships contain autoforge capacity to manufacture a suite of smaller survey ships and the supplies required to perform its ongoing mission. Starsector > saves > open a folder labeled a save for your current playthrough. 3 LY away from the system but the existing cryorevival facility is suddenly showing "distance to nearest cryosleeper: 10 light years, growth bonus multiplier 10%" and is giving me only +5 instead of ~4346K subscribers in the starsector community. The green named system is the cryosleeper and the pink name is the hypershunt Reply reply DestinyHunter626 • Thanks. Report Save Follow. Bigger planet population = more. Though I'm having some issues, nothing crashing or anything, but i can't seem to get two commands to work. Is there a console command for spawning a Cryosleeper?. -1 Rare Ore. Reposting it here:. It used to be called Starfarer. 14d. 2 terran worlds. Hazard pay, free port, low hazard rating, near the core, find a cryosleeper and make colonies near there. 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. To profit from exports, you need to build an industry like agriculture, mining, or heavy industry. Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience? I will list the colony mods that I could find on the mod index site. The main thing overall is having a good system. Characters in Starsector story and lore. 51K subscribers in the starsector community. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. 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. Only two cryosleepers can be found per sector. Probably something similar to Rome, or any other large superpower with a democratic component. ago. runcode com. 805. It used to be called Starfarer. 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. There is an AI called Barrow which you can recover, call Courser and he will restore Barrow for you. One of the primary mods I'd like to make is a small one that caps population growth at the 8th level when a cryosleeper structure is present on the planet - I feel like this makes sense since canonically the reason for pop caps being set so low if how fast you could realistically expect a population of humans to grow - buy with cryogenics it.