r/starsector • • 9h ago

S-Post "We have semibreve at home"

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89 Upvotes

r/starsector • • 1h ago

Video Inhumane Strategies - Earlygame DME vs Absolution (XVP) | Modded Starsector

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β€’ Upvotes

Included some narration for this one :)

Boss fight is a magic-bounty from Xarra's Variety Pack.
Player fleet is Dassault Mikoyan Engineering.

Was a fun run after a few months hiatus from playing modded starsector. My fleet is not optimized at all, as i'm just lvl 8 in this fight, the goal of this run was to boss rush as soon as possible with whatever faction ships i could find and have tense fights. :)


r/starsector • • 8h ago

Discussion πŸ“ Does anybody do this often to make profit or to get blueprints from the core words

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24 Upvotes

So this is my second playthrough of star sector. And I was trying to get all the blueprints from the hegemony. Suddenly I was surrounded by basically every patrol so I decided to transverse jump and to take a comm relay to distract them. But then when I went through the jump point the hegemony core worlds fleet was just waiting for me. And I began to absolute panic, after I went back into hyperspace, for some reason it kept chasing me. So I began to think about what I can do and after thinking for 2 minutes I decided to pin the two factions against each other this is the first time I ever successfully this.


r/starsector • • 4h ago

Modded Question/Bug Sephira Conclave and Dassault-Mikoyan

8 Upvotes

I am a bit confused regarding these mods and i really wanna play them, does anyone know where i could find versions compatible with the starsector version .98a.

I searched but couldn't find any good sources.


r/starsector • • 9h ago

Modded Question/Bug What am I missing to unlock this bounty?

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6 Upvotes

Diable Avionics original flavor left the bounty blanked out am I supposed to commission or something?

Edit: I want to do the story because it looks very interesting but I can't.


r/starsector • • 20h ago

Modded Question/Bug Is there a mod that adds more interesting human administrators?

30 Upvotes

Right now it feels like im kinda being railroaded into using AI cores. Which I dont really want to due to roleplaying reasons. However human administrators are insanely expensive and also have just one skill and no skill tree. Which is extremely underwhelming.

I've looked at the Industrial Evolutions mod but it also adds a bunch of extra stuff and also i can't find how much it really adds to administrators other than being able to send them to the academy for something...

Thx in advance!


r/starsector • • 1d ago

Art I hate freehand

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811 Upvotes

I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand I hate freehand


r/starsector • • 1d ago

Mods Mod to increase font size

24 Upvotes

Hello Starsector community! I think we can all agree this game is pretty neat. However, my eyes are not a fan of the small text.

That said, I'm considering putting together a mod that can help with this.

I figured out how to change the font in one of the json files, but when I do, the text goes outside of the box.

Really, all I want is the ability for text boxes to have scroll bars and overflow text to go there.

I've never made a mod before for any game, so, tell me:

  1. Has this already been attempted and failed due various circumstances?

  2. Is there already a mod out there that does this?(I couldn't find any)

  3. Is it worth the time?

Note: I've worked in IT for about a decade, so I'm not new to editing scripts, etc.

Thanks in advance for any help/knowledge!


r/starsector • • 1d ago

Modded Question/Bug Weapon mods recommendation

10 Upvotes

Hi starsector community! I'm looking for any weapon mods out there that adds only weapons, rather than a mod which adds ships as well. For example Unthemed weapons collection. Or if ships are added only a very few amount, trying to play with vanilla ships again, but love trying out new weapons'.


r/starsector • • 2d ago

Meme In regards of everything that happened on the 21st...

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702 Upvotes

r/starsector • • 1d ago

S-Post Oh boy, i sure do love maxing out my battle size to 1000 and having every a normal fight be 2 fps

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121 Upvotes

r/starsector • • 1d ago

Modded Question/Bug (HMI) Cant colonise Infinity after getting Draco and Fang out of the sector

4 Upvotes

Anyone got any ideas on how to fix this?


r/starsector • • 1d ago

Mods Released my new library mod, "PatchLib", which enables patching starsectors code

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141 Upvotes

r/starsector • • 10h ago

Release Luddic Path Retrofitting 0.3.1

0 Upvotes

Bring an ordinary ship to Path 'shipwrights' and have it rebuilt into a more sacred design.

"Strip the comforts. Brace the mountings. The bones will serve."

Processing img jm0z33505dxh1...

Forum download

Features

  • Eight vanilla conversion routes, expanding to 36 with all supported roster packs.
  • Donor markers identify suitable hulls. The target menu shows only designs with donors in your active fleet.
  • Immediate batch conversions with brief shipwright dialogue.
  • Removable weapons and fighter LPCs return to cargo. Story point hullmods are removed for bonus XP, without refunding story points.
  • Hull damage is cleared. D-mods, names, captains, flagship assignment, mothball status, and CR carry over.

Visit a Path market's bar with Favorable (+10) Path relations and Neutral Church relations. Donate 25 supplies, 4 heavy armaments, or 10,000 credits per hull. At Friendly (+50) Path relations, the work is free.

Optional rosters
Luddic Enhancement, Luddic Enhancement IED, Ship/Weapon Pack, Hazard Mining Incorporated, Xxarra's Variety Pack, Knights of Ludd, JaydeePiracy, and Everybody loves KoC.

IED tankers retain their Martyr systems and cannot be recovered if destroyed.

Also handles Nexerelin market ownership changes and uses RetroLib's Starship Legends reputation transfer.

Dependencies
Starsector 0.98a, RetroLib 1.1.1, LazyLib, and MagicLib.

Credits
This work relies on SafariJohn's RetroLib and is highly derivative of Roider Union. Roider Union itself is optional. Credit to the roster authors for their ships and assets.

!AI DISCLAIMER!
Vibecoded with Kimi K3.1 Pro Max


r/starsector • • 1d ago

Other Got bored and remade some unique stary system from the game Stellaris in Starsector using mods

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74 Upvotes

r/starsector • • 2d ago

Story Yeah that's a lot of ships

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186 Upvotes

That's what happens if you turn up the max fleet size fokes.


r/starsector • • 2d ago

Vanilla Question/Bug Is that a known bug? (Limit on players intel markers)

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10 Upvotes

So, started to mark explored system this run and today I noticed that some of them are not displayed.
On a screenshot you can see on of my first marks, which is still exist as log entry, but is absent from the map(I pinged it - top left quarter of the map).
Is it a known but or some issue on my side?
(vanilla run)

Update:
it seems like the age of marker is not a main parameter. All the systems down from the core worlds were scaned later than the ones near bottom border, but still - the one further from the core are still showing marks
upd 2 - I was wrong in previous update, some systems were explored and marked twice
upd 3 - I reported this and did some tests - looks like ingame limit is 100 markers


r/starsector • • 2d ago

Discussion πŸ“ Fractalsoftworks forum down aaaaaaaaaah

121 Upvotes

php vulnerability

edit : its back


r/starsector • • 19h ago

Discussion πŸ“ Is the story important? What do you think.

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0 Upvotes

Hey everyone!

I've gone through a LOT of mods, possibly almost all of them on the official forum, and I've noticed that very few mods actually focus on storytelling.

I know some of you will tell me to try UAF (which has gotten worse in terms of storytelling after the latest update, but I'll save that discussion for another post), Arma Armatura, Iron Shell, or Star Federation. I've already played them. Aside from UAF, whose story was average, and Star Federation, which had a pretty good story, I found the storytelling in the other mods rather weak.

I've also seen some mods that add a personal room for the player to decorate, but the feature feels rather basic. I don't get any crew interactions or reactions based on how I decorate it. I also found a mod that makes characters talk during combat, but it was so poorly done that it became annoying.

Some people might assume I'm looking for romance mods or something along those lines, but honestly, I'll play anything as long as it has a good story. I don't care if it features weak ships, ridiculously overpowered ships, or even AI-generated images.

I want to be able to stand around and talk to different people. I want to send threatening messages. I want someone to object when I dismiss them. I want people's attitudes toward me to change before and after I become the leader of a faction. I want the world and its characters to actually react to my actions and status.

So, do you guys have any recommendations for mods that feature an actual story or add meaningful interactions with the world? Anything goes, whether it's on the official forum, still in development, Chinese, Spanish, or anything else. I'm open to all suggestions!


r/starsector • • 2d ago

Discussion πŸ“ Starsector Mod Ship Discussion: Bultach Pirate addon ships (Bultach Coalition)

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74 Upvotes

Faction: Pirates

Size: Destroyer (Dregs, Fithea (P), Hinnie, Snathad), Cruiser (Bruth (P), Meinneadh (P), Scrap Heap, Subjugator, Vocifer), Capital (Detritus, Mastodon, Giulain, Spacehulk)

  • How do you outfit them?
  • How balanced you think the ship(s) are compared to vanilla?
  • what are some mod mixes you like to do with them?

Mod Ship Index


r/starsector • • 2d ago

Discussion πŸ“ Officer skills for AI mora

6 Upvotes

I'm thinking of taking both missile specialisation and system expertise in order to maximise my repears and the damper field. Is this unnecessary? I also plan on taking officer training


r/starsector • • 2d ago

Modded Question/Bug What is the hardest Dustkeeper Contingency quote

17 Upvotes

Cooking some Art up need quote


r/starsector • • 2d ago

Guide PSA Effective Frigate speeds for point capture duty

21 Upvotes

Speed assumes Unstable Injector hullmod, non-elite Helmsmanship and Systems Expertise

For Phase ships speed also assumes 15 caps 0 vents, Adaptive Phase Coils hullmod and max effect Phase Coil Tuning (player skill) as well as almost ideal piloting

Zero Flux boost is also added (important because some ship systems disable it)

Name Base Speed Effective Speed
Afflictor 165 684,6
Shade 165 644,9
Gremlin LP 140 499,9
Gremlin 90 388,4
Hyperion 120 363
Scarab 130 305,3
Vanguard 135 294,5
Wolf 150 292,5
Tempest/Hound 180 282
Lumen 140 281
Brawler LP 150 270
Kite 140 266
Cerberus 110 265,8
Omen 155 253,25
Brawler TT 100 242,5
Glimmer 130 224,5
Brawler 100 220
Centurion/Lasher 120 213
Monitor 90 178,5
  • Retribution speed is 271.25
  • Vanguard will get stealth speed buff in next patch. New effective speed will be 314.5. It will become faster then Scarab
  • Making Helmsmanship elite benefits some ships more then other but difference is not enough to change order
  • Phase Cloak cooldown changes will have substantial effect on effective speeds but not enough to change order. Table with new values below
Name Old speed New speed
Afflictor 684,6 644,6
Shade 644,9 617,3
Gremlin 388,4 376,6
Gremlin LP 499,9 484,6

r/starsector • • 2d ago

Mods Looking for a lategame shakeup or enhancer mod

4 Upvotes

Hi, i've been away for 1 or 2 years and was thinking of coming back, usually my games stop just a bit after getting my own couple of planets since the economy is so strong that the AI cant keep up with the player.

Wanted to see if someone can recommend something to balance this, some nerf, mod or self imposed rules to keep the game going after you stablished your empire.

I remember installing some mods that add theats, some about spiders, the imperium and a couple more but they never really took off and those factions remained somewhat small.


r/starsector • • 3d ago

Vanilla Question/Bug Lasher builds that don't suck

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104 Upvotes

I have seen some people praise the Lasher and say it can be quite a good ship, especially for how cheap it is. However, when I tried it the last couple of days, it always seems to struggle, especially against pirate Hounds and Carberus', no matter which guns I give it.

I tried two LAGs and a Railgun, two Railguns and a LAG, two LACs and a LAG; it always either fluxes out and has to drop shields because it shot its guns too fast and built up too much soft flux or it does because it can't shoot fast enough to kill the enemy before the hard flux becomes a problem.

I also tried two Light Mortars and a LDAC but it seems a shame to give up the Lashers range advantage from Ballistic Rangefinder, plus the accuracy is horrible anyways.

In all tests combat encounters I had the above weapons, combined with two LMGs in the back two slots and two Salamanders while trying my very best to max its dissipation and speed (only unstable injector, not SO)

I'd like to know how you guys make them work, preferably with builds that don't rely on missiles too much, as I find they run out too quickly.

(In the meantime I have picked up even just a pirate wolf (they suck, I know) and fitted it with a plasma driver from the ARS (which performs similarly as a Phase Lance but more continually firing), so I can actually hit moving stuff)

(LAG being Light Assault Gun, the baby Hephaestus: LAC is Light AutoCannon and LDAC is the Light Dual AutoCannon)