Starsector mods
The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector starsector mods.
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Starsector mods
Hullmods are modifications that can be made to a ship through the Refit Screen , at an Ordnance Point cost. They grant bonuses such as increased range and armor. Some hullmods are built into ship hulls and cannot be removed. Some hulls even have special mods unique to them. New hullmods can be obtained by using "modspecs" available in markets or found as loot. Some hullmods can also be learned by unlocking certain skills. Once a hullmod has been unlocked it can be installed on any number of player ships. Unlike regular hullmods, logistic hullmods can only be added and removed while docked. They usually affect non-combat stats like cargo capacity or maximum burn. A ship is normally limited to two logistics hullmods. Example of price difference between Mules with different amounts of d-mods. Damage hullmods commonly known as D-mods represent serious long-term damage to a ship, and are added when a ship is recovered after battle. They may be removed by restoring the ship in a dock at a planet or station, for a high credit cost.
And that's without even mentioning the International Bounty Board. News: Starsector 0. Latest commit.
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Like most open-world games made by indie studios, Starsector is a very easy game for its users to mod. More Ship Names is a mod for the game Starsector that adds over 7, new ship names to the game. Scy Nation is a content mod for Starsector that introduces a new faction to the game: the Scyans. The Scyans are survival-driven people who have been forced to compromise their principles in order to survive in the Sector. They are speedy fighters but fragile when caught, and they will stop at nothing to achieve their goals. The Legacy of Arkgneisis mod for Starsector introduces the Anarakis Reparations Society , an informal collective of shifty mercs flying weak ships built to avoid fair fights and exploit unfair ones. Their ships are often adorned with bright colors and eye-catching designs, which serve as a warning to their enemies that they are not to be trifled with. This fascinating faction adds a great deal of depth to the game. Their ships are unique and fun to fly, and their backstory is intriguing. Missing Ships adds a bunch of new ships to Starsector.
Starsector mods
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New hullmods can be obtained by using "modspecs" available in markets or found as loot. Why it's vanilla-adjacent: Junk Pirates is actually three small factions in one mod. Note: If these guys seem entirely too "nice" compared to most of the other factions on this list, that's because, frankly? If your mod works in the current version, please update your title accordingly. Why it's non-adjacent: Kadur Remant, like Vayra's Ship Pack, is integrated with Vayra's Sector, adding additional content when both mods are running. Indeed, even some of the 'normal' ships in the mod such as the Oppressor, Dire Wolf, and Tarsus Ultra are definite oddballs as well, even by mod standards. Solely in terms of disposition though not really in any other way , they truthfully fit better into the vanilla-adjacent list. A lot of these ships really do feel like they could easily have been part of the vanilla game. As a rule of thumb, you should always assume that any updates to mods will break your saves unless explicitly stated otherwise, and generally refrain from updating your mods or adding additional mods until your current campaign is finished and you are looking to start a new one. A ship can have up to 5 D-mods. The only problems I ran into turned out to be related to me trying to use the incorrect version of the ship and weapon editor, and those respective threads cleared up the issue. In the same way that Scy is arguably the best-in-show of the vanilla-adjacent list, the same is true of the Imperium in this list. And in this regard, the mod succeeds so well that it's become one of the community's most frequently recommended mods, and for good reason. Why it's non-adjacent: The Imperium is, perhaps, the OG example of why I structured my modlists in the way that I did, as it's a great mod that just doesn't fit in with the vanilla lore.
Some of the best strategy games have a mixture of RPG features with the touch of a sandbox experience.
Important Note: Also, if you want your mod moved from the modding forum into this Mods specialized subforum, PM any of the admins. If you encounter issues with the build script, please submit a PR. There are also several extra things that were not mentioned in tutorial such as where you can find the list of all market conditions. Other mods - worth considering: Mods that are fully functional and interesting in their own ways, but didn't quite fit onto a curated list. Note the capital letter at the start of the variant name in the id. What's great: Mayasura is entirely unique among mod factions in that if you select a Mayasura start for your campaign, you will begin the game with governorship of Mairaath. Or, alternatively, play as them and take up the even greater challenge of achieving your revenge against the Hegemony's cruelty and liberating your people against all odds. On the face of it, these ships are merely a fairly standard, roughly midline sort of style mod fleet even with a similar colour scheme with a decent number of hulls and a couple of fairly unique ideas for ship systems. Ship packs: Mods primarily focuses on adding new ships to the game; usually for the most part for use by the vanilla factions. Their ships have accurately been described as "space katanas", and the whole thing has a definite anime feel to it overall not as much as Shadowyards, but still , so take heed if that's not your thing though do note that Tartiflette's faction mods come with alternate skin packs, so check these first before rejecting Diable on the basis of aesthetics. As with LazyLib, this mod consumes very few computer resources, and should have no impact on your game's performance. Go ahead and give it a bash and, who knows, I might just agree with you. Moreover, remember how I said they raid legitimate shipping? Hoping this can be fixed. For the purposes of this tutorial, we're going to be creating a little shuttle called the Bastard, with a small missile hardpoint and a universal turret.
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And I have faced it.
In it something is. Thanks for an explanation. I did not know it.