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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - Kentington

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Mods / [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 10, 2021, 05:57:34 PM »

v0.6, for Starsector 0.95a


So you've finished the main questline (for now) and explored every system in the Sector. What's left for a space captain to do?

With this mod, any Gate can provide endless exploration. At the cost of 5,000 fuel, you can create a round-trip connection to a random Gate anywhere in the galaxy. Threats and treasures are scaled for an endgame player, so be well-prepared before you venture Beyond The Sector!

Beyond The Sector is safe to add to existing games.

How It Works

Simply approach a Gate and you'll be granted a brief snippet of story which unlocks the ability to connect to random Gates. When you select the option, the mod generates a temporary star system based on one of three themes, filled with loot and possibly with extreme danger. While away from the Sector you won't be able to enter hyperspace, so you're limited to that particular system, and upon returning the temporary system is deleted.

Traveling beyond the Sector has its rewards - after all, you're the first vessel to make contact in over two centuries. Domestic and luxury goods acquired elsewhere become "exotic" when you bring them home, doubling their value, and even public data pulled from a foreign comm relay has value. And somewhere out there, greater treasures lie in wait...

New Questline Spoilers
Landed Cryosleeper

When in a foreign sector, planets that generate with Vast Ruins now have a chance to include a special mission. You'll know it by the distress signal. Securing the cryosleeper requires lots of marines, or a story point and an alpha core (not consumed). If you manage to actually repair and launch it, at tremendous cost in supplies, fuel, and heavy machinery, it will be added to your fleet; otherwise, you can use it to fill your holds with crew, marines, and organs.

Towing a cryosleeper to one of your colonies allows you to permanently place it in orbit. It provides all the usual benefits of a cryosleeper for the surrounding 10 light years, and allows that particular colony to reach size 7.

For now, this mod is largely a proof of concept - the next major step is to generate inhabited systems with randomly-generated factions. You might also see more unique loot questlines, and perhaps a special mission to a very familiar planet...

  • v0.6: End-of-month calculations now properly occur when you're in a distant sector. Distant stars no longer shift the Sector's center-of-mass by an absurd amount, fixing Accessibility bugs. Other minor bugfixes.
  • v0.5: Initial release.

Modding / [0.95a] Adjustable Automated Ships
« on: March 30, 2021, 06:15:38 AM »
Adjustable Automated Ships is a simple mod which allows the player to specify the maximum deployment value of automated ships in the player's fleet, rather than using the hardcoded value of 30. By default, this is set to 50 - just enough to deploy a single Radiant battleship commanded by an alpha core - but the value can be adjusted in automation_config.json.



  • 1.0.0: Initial release

Mods / [0.95a] Capture Officers and Crew
« on: July 19, 2020, 10:50:15 AM »
Capture Officers and Crew is a lightweight mod which allows the player to rescue a small number of enemy crew and officers from disabled vessels, then decide their fate. Captives are treated as cargo until they are either ransomed, broken, or butchered.

Simply use this ability icon () to access the captives menu.


Crew can be either ransomed (sold at port) for a small sum, broken (which will convert some percentage of them into crew, and the rest into valuable slaves which can be sold on the black market), or - for the RimWorld players out there - butchered for their organs and meat. Every 15 captives produce one unit of organs and two of food.


Officers can be either ransomed for 100*level^2 credits or broken to convert them to your fleet. Higher-level officers are more difficult to break, and if the process fails, they will be left as a slave. If you'd like to intentionally provoke hostilities with a faction, you can also butcher an officer for one unit of organs and an instant drop to Hostile reputation with that officer's faction.

Download (0.95a)
Download (0.9.1a)


  • 1.0.4: Now compatible with 0.95a-RC11.
  • 1.0.3: Fixed an incompatibility with Nexerelin.
  • 1.0.2: Added options to bribe or repatriate officers. Made slaves an economic commodity.
  • 1.0.1: Added config file and option to ransom all captive officers at once. Also prevented [REDACTED] officers from being captured.
  • 1.0.0: Initial release

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.

Mods / [0.95a] DIY Planets - Terraforming and more!
« on: January 03, 2020, 05:55:22 PM »
(Update 2023: I unfortunately no longer have the free time to develop mods, and that situation is unlikely to change. A community maintainer has put an updated version of the mod up on GitHub and a forum thread - please go there for future development)

v1.0.14, for Starsector 0.95a

Download (0.9.1a)

DIY Planets adds a variety of colony structures and special items which allow the player to manipulate planetary conditions. It is intended to make otherwise marginal colony sites viable, encourage exploration, and serve as a late-game credit sink. It also includes endgame methods for transforming asteroid fields into planets and gas giants into brown dwarf stars - or even constructing your own hypershunts!

How It Works

Once you've built a colony on a hazardous planet, a variety of new structures become available depending on its conditions. Most of these can reduce a condition's hazard rating by half, but cannot permanently remove it. For a complete fix, you'll need to find a specific Domain-era artifact and install it in the structure. These have been added to vanilla loot tables and can also be found in a special (repeatable) bar quest, where a "scarred spacer" points you to a derelict Eridani-Utopia terraforming rig. Each artifact is single-use.

Industries and their effects:

Water Transport Infrastructure

Constructed on a water world, rocky-ice planet, frozen planet, or cryovolcanic planet, this structure transports water to another planet in the system. Does not require an artifact. Having it in place allows you to build:

Water Capture Infrastructure

Constructed on a desert world, this structure receives water and improves the planet to an arid, jungle, tundra, or terran world (depending on temperature). Does not require an artifact.

Cometary Capture Infrastructure

An alternative approach for desert worlds without a nearby water source, captures water-bearing asteroids to hydrate the planet. Does not require an artifact, but is slower and more expensive than standard water transport/capture infrastructure.

Environmental Agency

Removes pollution at a hefty credit cost. Does not require an artifact.

Integration Corps / Subjugation Corps

Two options for removing a decivilized population. The integration corps is costlier but greatly increases immigration while in effect; the subjugation corps is cheaper and faster but only slightly increases immigration. Neither requires an artifact.

Atmospheric Filter

Removes toxic or dense atmospheres. Requires an "atmospheric mineralizer" to complete.

Atmospheric Pump

Adds an atmosphere to a planet, removing the effects of null or thin atmosphere. Requires an "atmospheric sublimator" to complete.

Stellar Mirror

Removes cold or extreme cold. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Shade

Removes heat or extreme heat. The latter is costlier and takes longer. Requires a "stellar reflector core" to complete.

Stellar Distributor

Removes poor light. Requires a "stellar reflector core" to complete.

Tectonic Engine

Removes tectonic activity or extreme tectonic activity. The latter is costlier and takes longer. Requires a "tectonic attenuator" to complete.

Cyclonic Regulator

Removes extreme weather. Requires a "weather manipulation core" to complete.

Genepurge Project

Unleashes engineered viruses to remove a planet's inimical biosphere. Does not require an artifact to complete.

N-Brane Oscillator

Adjusts the local gravitational field. Requires an "n-brane oscillator core" to have any effect.

Climate Sculpting Project

Can only be built on a terran or water world. Adds "mild climate," further reducing hazard rating. Requires a "terraformer brainprint" to complete.

Lobster Breeding Program
Adds Volturnian lobster to a water world, but reduces relations with the Sindrian Diktat.

Terraforming can also gradually change a planet's class, with visual updates as appropriate. Once a planet progresses past "desert," it will generate farmland if none existed, and each step will improve that farmland.

  • Volcanic planets become barren when their extreme heat is removed.
  • Cryovolcanic, rocky ice, and frozen planets become water worlds when their cold/extreme cold are removed.
  • Toxic planets become barren once their corrosive atmosphere is removed.
  • Barren planets become barren-desert once an atmosphere is added.
  • Barren-desert planets become desert - and gain the "habitable" condition - once all "extreme" conditions are removed.
  • Desert planets become arid, tundra, or jungle (depending on temperature) once water has been added.
  • Arid, tundra, and jungle planets become terran-eccentric once their temperatures are normalized.
  • Terran-eccentric planets become terran once all natural hazards are removed.

Creating Planets

Once you reach level 12, a new bar quest becomes available. Completing it grants access to the Genesis-class hull, a very expensive and single-use starship which transforms an asteroid field into a new planet. Planets are guaranteed to contain ultrarich deposits of metals and rare metals, and will also contain various amounts of organics and volatiles. Simply interact with an asteroid to use the Genesis.

Creating Brown Dwarf Stars

With an N-Brane Oscillator Core in your inventory, approaching a gas giant gives you a new option. Converting it into a brown dwarf star will increase the heat of all planets in the system by one step, and additionally will improve light levels. This can have an impact on faction relations if there are colonies in the system; colonists will appreciate having cold planets warmed but will hate receiving hazardous levels of heat.

Constructing Hypershunts
Once you've defeated the defenders of an existing hypershunt, interacting with it will give you a new option to download the megastructure's schematics. This unlocks a new hull schematic for your heavy industry to produce. With a hypershunt construction rig in your fleet, interact with a star to begin setting up the hypershunt. The process will consume one alpha core, 10,000 supplies, and 5,000 heavy machinery. Next, you will need to produce 11 units of metals and 9 units of transplutonics at a colony for a period of one year (you can track this via an intel popup). Finally, providing 20,000 fuel to the completed hypershunt will bring it online and allow it to be used just like a vanilla one!


This mod is compatible with existing saved games, and even if you've already looted the Sector, terraforming equipment can be obtained through a repeatable bar quest. It's not a good idea to uninstall it if you have any active terraforming structures.


  • 1.0.15: Added the ability to construct hypershunts. Irradicator core can be properly installed. Cometary capture infrastructure properly disassembles itself after use. Improved compatibility with other mods.
  • 1.0.14: Added Irradicator artifact, for removing the "irradiated" condition from planets. Also added methods for adding "low gravity" and "no atmosphere" to planets, as well as removing rare ore deposits from farming worlds. Climate sculpting can now be applied to any habitable world.
  • 1.0.13: Updated to 0.95a.
  • 1.0.12: Full compatibility with new planet types added by other mods. Improved re-evaluation function.
  • 1.0.10: Improved compatibility with Unknown Skies planet types. Existing planets can have their type re-evaluated; set "reEvaluateMode" to true in the config file and visit the planet to see the new option.
  • 1.0.9: Brown dwarves now improve light levels as well
  • 1.0.8: Added Genesis-class starship and quest to acquire it, allowing planets to be created from scratch. Added the ability to transform gas giants into brown dwarf stars, heating an entire system.
  • 1.0.7: Added lobster breeding program and cometary capture infrastructure. Water worlds can now receive Climate Sculpting project. Several bugfixes.
  • 1.0.6: Fixed planet classes unable to improve by multiple steps at once. Also prevented terraforming structures from "eating" AI cores upon completion.
  • 1.0.5: Melting a frozen planet now properly adds the Water-Covered Surface condition
  • 1.0.4: Fixed crash when adding industries to non-planet colonies. Also fixed an issue where some barren planets could skip directly to terran. Developer Mode now allows terraforming projects to complete without an artifact.
  • 1.0.3: Subjugation Corps properly removes itself when the project is complete
  • 1.0.2: Climate Sculpting Project can no longer be built if the planet already has a mild climate
  • 1.0.1: Climate Sculpting Project can finish successfully
  • 1.0.0: Initial release

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.

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