1
Modding / [0.95.1a] Orbital Manipulation and Maintenance
« on: June 26, 2021, 12:13:07 PM »This is
Orbital Manipulation and Maintenance
a Mod in Development about Civilian Ships and their unique use in and outside of Combat.
Very small update: confirmed to work with SS 0.95.1a
Features
- almost no weapon mounts, weapons are carried by drones surrounding the ships. Weapons are swappable and drones will aim at the cursor and fire on mouse click.
- "base building" in combat: some ships carry orbital platforms which they will deploy automatically at strategic points or after some time
- powerful support systems like the Anti-Graviton Wave Emitter which buffs allies with the effect of Temporal Shell
- logistics oriented campaign abilities like Algae Farms that produce supplies and fuel as long as they are part of your fleet
- Shield Drones that intercept enemy ordnance
and probably a few more
For lore and stuff check out the post right after this one
Orbital Manipulation and Maintenance
a Mod in Development about Civilian Ships and their unique use in and outside of Combat.
Very small update: confirmed to work with SS 0.95.1a
Features
- almost no weapon mounts, weapons are carried by drones surrounding the ships. Weapons are swappable and drones will aim at the cursor and fire on mouse click.
- "base building" in combat: some ships carry orbital platforms which they will deploy automatically at strategic points or after some time
- powerful support systems like the Anti-Graviton Wave Emitter which buffs allies with the effect of Temporal Shell
- logistics oriented campaign abilities like Algae Farms that produce supplies and fuel as long as they are part of your fleet
- Shield Drones that intercept enemy ordnance
and probably a few more
Alpha Nexerilin only build

click the banner to download
Lazylib, Graphicslib, Magiclib and Dronelib required
Recommended mods: Commissioned Crews, VicPad, Stellar Networks

click the banner to download
Lazylib, Graphicslib, Magiclib and Dronelib required
Recommended mods: Commissioned Crews, VicPad, Stellar Networks
For lore and stuff check out the post right after this one
Ships of the


Spoiler
![]() ![]() CLASSIFIED | ![]() Frigate Crevette Mobile Welder | ![]() Destroyer Ecrevisse Heavy Manipulator |
![]() Destroyer Sand Hopper Salvage Field Defender | ![]() Destroyer Limnopilos Algae Host | ![]() Cruiser Sesarma Modular Cargo/Fuel/Personnel Courier |
![]() Cruiser Euphausia Orbital Repair Unit | ![]() Capital Macrocheira Mobile Algae Farm | ![]() Capital Nathantia Hyperspace Vanguard |
[close]
early testing gifs



P-Space Flux Conduits syphoning flux from allied ships Shield Drones intercepting enemy ordnance (sometimes
)



Anti-Graviton Wave Emitter: Temporal Shell for everyone! a Sand Hopper deploying a Defensive Weapons Platform
[close]
Stay tuned for more information in the future!
Credits (non exhaustive and in no particular order)
Till Freitag
for his permition to let me use his art
Till Freitags ARTSTATION
https://www.artstation.com/imrahil
Code
Snrasha
briansd9
tomatopaste
Original drone weapon swap code from Arma Armatura
Shoi
Fighters transfer flux to mothership code from Modern Carriers
Sutopia
Proofreading
Finn
Everyone on the unoffial Starsector Discord for their invaluable advice
Credits (non exhaustive and in no particular order)
Till Freitag
for his permition to let me use his art
Till Freitags ARTSTATION
https://www.artstation.com/imrahil
Code
Snrasha
briansd9
tomatopaste
Original drone weapon swap code from Arma Armatura
Shoi
Fighters transfer flux to mothership code from Modern Carriers
Sutopia
Proofreading
Finn
Everyone on the unoffial Starsector Discord for their invaluable advice
known issues
-trensfering command will disable mouse aiming/shooting for drones until the battle is over
- kinda FIXED A bit more in line by now, still a bit high (huge XP multiplier that I am unable to fix so far)
- orange aiming lasers on drones don't always line up. Also it's a bit hard to aim with non-beam weapons
-no proper weapon groups for drone weapons, atm ALL WEAPONS shoot at the same time on left mouse button which might not be desirable particularly for missile slots and high flux weapons
- FIXED (a few glitches during (and sometimes permanently)special effects like jitter revealing normally hidden weapons that are used for the drone weapon swapping interface)
- kinda FIXED A bit more in line by now, still a bit high (huge XP multiplier that I am unable to fix so far)
- orange aiming lasers on drones don't always line up. Also it's a bit hard to aim with non-beam weapons
-no proper weapon groups for drone weapons, atm ALL WEAPONS shoot at the same time on left mouse button which might not be desirable particularly for missile slots and high flux weapons
- FIXED (a few glitches during (and sometimes permanently)special effects like jitter revealing normally hidden weapons that are used for the drone weapon swapping interface)
[close]
changelog
V0.16A "Star Descriptions: A New Hope" Update
- fixed the Faction blueprint package not containing any blueprints
- descriptions for everything
- algae farms actually do something now: periodically grow fuel and supply over time
V0.1A "the Integrating of the supportening™" Update
- very basic corvus campaign integration. You can now play vanilla, Nexerilin or Nexerilin Corvus mode
V0.02A
- added Commissioned Crew support which doubles positive effects of militarized subsystems, assault and escort package
- Shield Drones no longer transfer flux to the mothership so they can actually die now and the mothership spends less time being overloaded
- Shield efficiency of all drones that still transfer flux to the mothership drastically improved. Same reason as above, spend less time overloaded
- various changes to AI behaviour
- fixed a special FX graphical glitch that revealed hidden weapons. Also base sprites like the ones on the Mjolnir will no longer float next to Nathantia
V0.01A (Nexerilin only Alpha release)
Hotfix 1
balance:
-brought ship stats more in line with vanilla civilian ships
-adjusted all variants (no more Ion Pulsar/Sabot euipped on CIVILIAN variants for example)
-excessive battle XP bonus reduced by quite a bit (~260-300% bonus on very easy fights to ~130-160% on medium difficulty fights)
-nerfed weapon pod mobility/speed by quite a bit
-ordnance points reduced by ~5 across the board
adjusted fleet spawning:
-fleets should contain far less Nathantias and a few more militarized ships
-fleet size (number of ships) reduced by about half
-added loading screen tips
- fixed the Faction blueprint package not containing any blueprints
- descriptions for everything
- algae farms actually do something now: periodically grow fuel and supply over time
V0.1A "the Integrating of the supportening™" Update
- very basic corvus campaign integration. You can now play vanilla, Nexerilin or Nexerilin Corvus mode
V0.02A
- added Commissioned Crew support which doubles positive effects of militarized subsystems, assault and escort package
- Shield Drones no longer transfer flux to the mothership so they can actually die now and the mothership spends less time being overloaded
- Shield efficiency of all drones that still transfer flux to the mothership drastically improved. Same reason as above, spend less time overloaded
- various changes to AI behaviour
- fixed a special FX graphical glitch that revealed hidden weapons. Also base sprites like the ones on the Mjolnir will no longer float next to Nathantia
V0.01A (Nexerilin only Alpha release)
Hotfix 1
balance:
-brought ship stats more in line with vanilla civilian ships
-adjusted all variants (no more Ion Pulsar/Sabot euipped on CIVILIAN variants for example)
-excessive battle XP bonus reduced by quite a bit (~260-300% bonus on very easy fights to ~130-160% on medium difficulty fights)
-nerfed weapon pod mobility/speed by quite a bit
-ordnance points reduced by ~5 across the board
adjusted fleet spawning:
-fleets should contain far less Nathantias and a few more militarized ships
-fleet size (number of ships) reduced by about half
-added loading screen tips
[close]