STARSECTOR - Best $15 you'll ever spend

I've been trying to get into this game the last few days. Unfortunately my time is a bit limited and everything's so in-depth it makes my head swirl. I know it'll be a lot of fun when I get into it properly though.
I haven't touched mods yet, bit bummed-out that the eve-online one is dead, that would have been cool. I've been trying to find a decent lets-play or guide that takes you through the start and midgame a bit but everyone I check is either endgame autistic and using shortcuts and not explaining shit or it takes them 60 minutes to explain what's already in the tutorial. Anyone have recommendations?
Also should I look into getting a few mods before diving in properly, like some QOL mods? The flashbang when shit dies is really annoying. I'd prefer not to add (even more) ships and factions when I don't know what's in the base game yet.
You probably definitely want to play it entirely vanilla, I think, to start with. The game's decent enough to play even without mods and certainly not Skyrim-tier in needing QOL mods.
 
Nothing makes me happier than modders adding malicious code to their mods because their ego gets so big they believe it's okay to do because they do it for "the greater good". Though the peak retardation happens when they add genuinely illegal malware as a form of "DRM" to their precious paid mods, like the QuantV guy.

I fucking love modders that get so far up their asses they believe it's justified to commit a crime to "punish the baddies", and then wanting to act like bigshots that want to make it big in the industry, even though stunts like these are guaranteed to have them blacklisted for being a potential liability to any company that might hire them.

I still don't understand how I, a filthy pirate, has a better understanding of piracy, copyright law, DRM, and all the do's and don'ts than people that actually make shit worth a dime.
And this isn't even the first time Starsector's modding community has had this issue, with the one guy putting code in his mod to pull use metrics without telling people than Nia Tahl's code to make his end game faction take next to no damage from weapons from mods he doesn't like. Led to the guy who did DME/Magellan Protector to take his ball and go home, which sucks because those were my favorites.

All because UAF and Iron Shell and people started adding anime waifus to my game about space warcrimes.
 
I've been trying to get into this game the last few days. Unfortunately my time is a bit limited and everything's so in-depth it makes my head swirl. I know it'll be a lot of fun when I get into it properly though.
I haven't touched mods yet, bit bummed-out that the eve-online one is dead, that would have been cool. I've been trying to find a decent lets-play or guide that takes you through the start and midgame a bit but everyone I check is either endgame autistic and using shortcuts and not explaining shit or it takes them 60 minutes to explain what's already in the tutorial. Anyone have recommendations?
Also should I look into getting a few mods before diving in properly, like some QOL mods? The flashbang when shit dies is really annoying. I'd prefer not to add (even more) ships and factions when I don't know what's in the base game yet.
I think Alex finally added a "no flashbang" toggle in the options menu. You can also install GraphicsLib, which removes the flashbang.

Related to the recent drama, I love how Iryx/TheDrgn is such a sperg he would rather just host Apex and HTE on his own GitHub instead of taking the crash code out. I should expect it out of a furry tranny, but it still makes me laugh.
 
I think Alex finally added a "no flashbang" toggle in the options menu. You can also install GraphicsLib, which removes the flashbang.

Related to the recent drama, I love how Iryx/TheDrgn is such a sperg he would rather just host Apex and HTE on his own GitHub instead of taking the crash code out. I should expect it out of a furry tranny, but it still makes me laugh.
TheDrgn had crash code in is mods for a while now, but no one cared because "oh it's just because of the nazi mod, fuck nazis" (even other people had crash code too, but again, no one cared). Alex warned them about it too, but they all collectively responded with "ok, ban me then" because at the time Starsector wasn't as popular that they'd take a huge ego hit if they were banned. Even if they were (which now they are), aside from Github they're harbored in the unofficial Discord because the jannies there protect them.
 
Man, the game gets boring when you have money. Been a while since I've played. Keeping my fleet in the parameters of the bonus stuff. Playing tall and all that. I've got about 3 million credits and nothing to do with it other than use as a parachute for when I fuck up. Been thinking of setting up an empire, but that leads to the same boredom problem as you no longer have to struggle to acquire resources.
 
Man, I am not a fan of the new colony crisis mechanic. Maybe it's fine in vanilla but having your shit deleted with nothing you can do about it unless you know what the progress bar is kinda lame. Especially when it's by a galaxy-conquering armada a single hick pather base somehow put together.
I preferred bribing hegemony inspectors.

Man, the game gets boring when you have money. Been a while since I've played. Keeping my fleet in the parameters of the bonus stuff. Playing tall and all that. I've got about 3 million credits and nothing to do with it other than use as a parachute for when I fuck up. Been thinking of setting up an empire, but that leads to the same boredom problem as you no longer have to struggle to acquire resources.
I haven't played without Nexerelin for a long time but colonies are mostly a money sink. They're good for stretching out how long you go with an empty bank account while giving you running costs back so you can focus on exploring and stuff.

If you play with Nex already, the savage sector and hivers mod can help extend the fun poverty phase of the game. And Industrial Evolution (in addition to more colony stuff to spend money on) has added late-game stuff like artillery/railgun stations that suppress whole systems and (especially if you have the Ship/Weapon Pack and/or Missing Ships installed) need an empire worth of production to take down.
 
Man, I am not a fan of the new colony crisis mechanic. Maybe it's fine in vanilla but having your shit deleted with nothing you can do about it unless you know what the progress bar is kinda lame. Especially when it's by a galaxy-conquering armada a single hick pather base somehow put together.
I preferred bribing hegemony inspectors.


I haven't played without Nexerelin for a long time but colonies are mostly a money sink. They're good for stretching out how long you go with an empty bank account while giving you running costs back so you can focus on exploring and stuff.

If you play with Nex already, the savage sector and hivers mod can help extend the fun poverty phase of the game. And Industrial Evolution (in addition to more colony stuff to spend money on) has added late-game stuff like artillery/railgun stations that suppress whole systems and (especially if you have the Ship/Weapon Pack and/or Missing Ships installed) need an empire worth of production to take down.
Too many massive, impractical fleets in that mod. I liked the more active world, but the ridiculous fleet sizes just made it all seem impossible to do anything without already being in the endgame.
 
Man, the game gets boring when you have money. Been a while since I've played. Keeping my fleet in the parameters of the bonus stuff. Playing tall and all that. I've got about 3 million credits and nothing to do with it other than use as a parachute for when I fuck up. Been thinking of setting up an empire, but that leads to the same boredom problem as you no longer have to struggle to acquire resources.
Funny, I never found credits to have much of an impact. I can have add the credits in the world but if my fleet composition is shit, I have to pay a fuck ton of crew wages, upkeep, etc. Even when I have "too much" money I always found something neat to do. Mostly because of mods, vanilla I will admit gets dull unless you're roleplaying (no colonies, no low/high tech, Ludd worshiper, whatever). Oh, you still struggle with resources, least I did. If you don't set yourself up properly you can downward spiral yourself into bankruptcy trying to keep up with upkeep, inspection fleets if you use AI (which you totally shouldn't by the way, we at Tri-Tachyon definitely do not approve of using AI cores, do you hear that you domain larpers?), pirates and L u d d i t e s. It gets tedious more than anything, but not really boring. Again, vanilla is far easier to bore yourself over.
Maybe it's fine in vanilla but having your shit deleted with nothing you can do about it unless you know what the progress bar is kinda lame.
Wait, that can happen? That shit can fuck your colony into oblivion? Glad I haven't updated yet.
 
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Yeah. I think there's different events so maybe it was just a super unlucky jihad but my shit got decolonised.
(And this is also how I learned that if you immediately recolonise a wiped planet, all the 365-fucking-day 'disrupted' timers remain active on everything even though you just had to rebuild them from scratch.)
And this was the midway crisis too, not even the 100% one.

Apparently the dev has agreed that it needs adjustment. Although I've noticed they get way easier to prevent later on, so it's possible I was just going too big too fast (and again I'm not playing vanilla).
I'm also prepared to believe it could be down to my established habit of not taking pathers, pirates, or the hegemony's AI allergy particularly seriously. If fixing that is the whole point it could be my fault for not reading the patch notes?
 
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unny, I never found credits to have much of an impact. I can have add the credits in the world but if my fleet composition is shit, I have to pay a fuck ton of crew wages, upkeep, etc. Even when I have "too much" money I always found something neat to do. Mostly because of mods, vanilla I will admit gets dull unless you're roleplaying (no colonies, no low/high tech, Ludd worshiper, whatever). Oh, you still struggle with resources, least I did
I'm piloting the only phase ship in my fleet with a fuck ton of perks thanks to A New Level of Confidence (The story point shit is cancer, and I despise arbitrary level caps). But my officer corps of Medusa destroyer pilots with two Aurora cruisers to lead the assault all with built in mods to maximize efficiency more than get the job done. I'm mostly there for point defense and creating openings through proximity mines. And bailing out that one reckless officer who always gets his ship blown up from overestimating his abilities. I've got a half dozen or so Scarabs in the back to replace my Medusas if they get too banged up. High-Tech is OP as fuck when you use their blitz-oriented ships to do exactly that but better thanks to the Doom's system.
 
I'm piloting the only phase ship in my fleet with a fuck ton of perks thanks to A New Level of Confidence (The story point shit is cancer, and I despise arbitrary level caps). But my officer corps of Medusa destroyer pilots with two Aurora cruisers to lead the assault all with built in mods to maximize efficiency more than get the job done. I'm mostly there for point defense and creating openings through proximity mines. And bailing out that one reckless officer who always gets his ship blown up from overestimating his abilities. I've got a half dozen or so Scarabs in the back to replace my Medusas if they get too banged up. High-Tech is OP as fuck when you use their blitz-oriented ships to do exactly that but better thanks to the Doom's system.
Agreed, story points are quite literally plot armor points you can spend for the best result (usually). Not that hard to obtain either, only real saving grace is that you can't just spam them on your colony because the point cost will double, that should be applied more. I use that mod as well because, like you said, fuck arbitrary level caps. Sounds like you got combat sorted out well, might I recommend some difficulty mods such as Ruthless Sector, Second wave Options, Starpocalypse, and any of those really fucking awfully balanced faction mods holy shit why can't people just fucking balance their mods around vanilla Starsector but I digress. You'll need to find an unofficial update for the last two mods I named.
Yeah. I think there's different events so maybe it was just a super unlucky jihad but my shit got decolonised.
(And this is also how I learned that if you immediately recolonise a wiped planet, all the 365-fucking-day 'disrupted' timers remain active on everything even though you just had to rebuild them from scratch.)
And this was the midway crisis too, not even the 100% one.
Wow, that's retarded. How did they think that was a good idea to begin with? If you look at it now and go "wow this needs some balancing" how the fuck did it go through? Also did your profile picture just change? I swear I was looking at someone's weird ass black and white drawing rather than a bunny.
 
I'm gonna reserve judgement until I try a vanilla run some time soon to get a new baseline for expectations since I've skipped a few patches.

Now that I know how serious it is, it probably won't suck so much. I think the main issue (and the game suffers from this in a bunch of places) is probably the needlessly cryptic description of the system which tells you almost nothing besides seeing a progress bar. The idea is obviously discovery, but that's kinda lame when weighed against the potentially millions of investment and months/years of in-game time before you find out, and it's also easily forgotten among all the other shit in the intel screen.
Kinda feels like the devs have been playing Stellaris or something lately, but those games make a point of generally disclosing the shit you need to know outside of mystery events you're meant to be able to take in stride.
 
Does anyone know how to edit planets in save files? I want to add some transplutonics to an otherwise perfect system, but can't seem to find my Ludd damned target planet in in the campaign save file.

EDIT: Nvm, was editing the wrong save file.
 
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Does anyone know how to edit planets in save files? I want to add some transplutonics to an otherwise perfect system, but can't seem to find my Ludd damned target planet in in the campaign save file.

EDIT: Nvm, was editing the wrong save file.
Didn't want to doublepost but can't edit my last comment.

I can't seem to change any market conditions or parameters on my target world, because aside from the market conditions on #1, I also need to change the z=" s=" tags on #2.

tetra3.png


The issue is that I don't have any lines about size for my target world, just this bit with market conditions.

clariel2.png


Colonising the planet didn't change anything either. Any idea what I can do? I've been going off of this guide from plebbit https://www.reddit.com/r/starsector/comments/csaz6g/an_incredibly_basic_guide_to_editing_planets/
 
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is there any mods to increase 30 ships limit and deployment points limit? 30 is too small for me, I want an ARMADA to CRUSH MY ENEMIES UNDER MY MIGHTY BOOT
 
is there any mods to increase 30 ships limit and deployment points limit? 30 is too small for me, I want an ARMADA to CRUSH MY ENEMIES UNDER MY MIGHTY BOOT
You can edit the game files for that, I forget where the text file was but it's called Ship Limit in the file you're after. Absolutely recommended for the fun of it but anything over 60 and the game was struggling on my end.
 
Didn't want to doublepost but can't edit my last comment.

I can't seem to change any market conditions or parameters on my target world, because aside from the market conditions on #1, I also need to change the z=" s=" tags on #2.

View attachment 6145282

The issue is that I don't have any lines about size for my target world, just this bit with market conditions.

View attachment 6145292

Colonising the planet didn't change anything either. Any idea what I can do? I've been going off of this guide from plebbit https://www.reddit.com/r/starsector/comments/csaz6g/an_incredibly_basic_guide_to_editing_planets/
It's easier to get the console command mod and use that to add or remove the resources you want. It would be under the ADDCONDITION command, use List Condition to find the exact one you want.
 
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