Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Orikson

Pages: [1]
Modding / Installing Mods - A Simple Guide
« on: November 27, 2016, 12:49:53 AM »
Mod Installation Guide

To newcomers reading this: Hello and welcome to Starsector (Fractal Softworks) forums! Starting a modded play through is easy, but requires a few steps and preparation. I've created this thread to help newer players and it has links to all mentioned stuff (updated, unless stated otherwise). I will try to keep it up to date and will include date of modification to the content of this thread.

Be sure to read through every mods page if you intend to use them! They often contain critical information to make the mod work correctly such as dependencies or cross-mod compatibility issues.

Current Core Game: 0.8.1a-RC8
List Updated at: 14/October/2017

Many thanks to:
Tartiflette for revamping this thread from day one!
MesoTronik for pointers and advice.
Starsector Fan Chat Discord for all the encouragement!

Reminder:Please delete a mod's folder before installing a new updated version instead of overwriting/merging it. It's the cause of errors that is commonly reported, so, please I say.


  • If you are having some problem with a modded game, check the Mod Troubleshooting Guide first.
  • Sometimes, a bug could occur due to differences in Windows, Mac OS or iOS, and Linux (because the modder... *** up. Be gentle! Sometimes it's an oversight and they tire themselves too much! ;P).
  • You can narrow down the probable cause of the problem by switching on and off the mods one by one and loading the game. Then testing them with each other. It’s tedious, but it works.
  • In the case that a problem could not be identified after checking your list of mods, please consult with a knowledgeable forum member or mod author (especially if you found their mod to be root of the problem).
  • Additionally, it is advisable to provide the part of ‘starsector.log’ text file from ‘starsector-core’ folder that shows the error. It is usually at the very end portions of the log.
  • For those that run the game on Windows, there's a free program called 'Baretail' that allows you to view the log in real time and opens quicker than Word or Notepad. Beware though, it is something you have to read through properly to get an understanding of what it does. Advisable for the very tech savvy.
  • If you couldn't find the source of the issue, post a report in the Modded Support Section.

If you want to play older versions of Starsector, you must use the correct version of the mods for that version. Ask around for links to files or a repository for the old mods. Generally speaking, older versions of mods are not supported anymore. Use them at your own risks.

Also, there's the misconception between 'incompatible' and 'not supported'. In simple words:
- Incompatible mods will cause the game to not load/crash if they are active at the same time.
- 'Not supported' stems from mods like Dynasector that supports certain mods and grants them features from itself. A mod that is 'not supported' by another mod usually means that both mods can be active at the same time and the features of the mods would apply only to their respective mods.

First thing to do:

Allocate sufficient memory in for Starsector with mods. Open the 'vmparams' file and change the allocated memory accordingly.

Here's a thread pertaining to that matter and its importance.

Here is a video guide made by a community member of Starsector and a Let's Player:

Some other useful tips.
  • For unzipping the downloaded files, I would recommend 7-zip because it can handle almost any type of file format mods are packaged into.
  • Sometimes, you have to manually fix somethings. To do that, you need to open files and manually overwrite, remove or add stuff. For a clean and easier time opening and modifying said files, I would recommend Notepad++.
  • In rare occasions, it's difficult to fix some things broken by yourself even if you have the tools for it. For that situation, I would advise just to wait for the author of the mod to take action.

Due to some circumstances:

- I have labelled mods that may cause issues with * at the end of their names.
- This is usually bugged, imbalanced and/or have issues that could crop up.

I also have:
- Some mods are supported by the mod Dynasector, thus, I've given them a DS superscript at the end of their names.
- Added this download for an alternate/newer xstream file. It is to be used in the case your game has crashes while saving a lot. This reduces that basically as well speeds up saving entirely. To use, just replace the xstream file that is in starsector-core folder with this one.

Second thing to do: Non-Faction mods.

Required libraries:

  • LazyLib: Library adding coding functionalities commonly used by other mods.
  • GraphicsLib: Library adding graphical functionalities commonly used by other mods as well as enhancing the base game's graphics.

Warning: GraphicsLib can cause issues with older GPU or outdated drivers, consult the Mod Troubleshooting Guide if you are experiencing graphical glitches with this mod enabled.

Gameplay changing mods:

  • Dynasector: Diversifies the load outs of ships in fleets. Only applies to Vanilla (and ships added to Vanilla fleets) and DS supported mods though.
  • Nexerelin: Want to conquer the stars!? Want a random sector!? Here you go!

Miscellany mods that add stuff:

~ Musical & Sounds:

~ Visual:

~ Ships and/or weapons:

~ Extra Spice:

~ Unsung Help:

Third thing to do: Faction mods!

Now we move on to faction mods, the ones players will, admittedly, look at first. I’ll be using some terms that Dark.Revenant uses in his description for supported factions in Dynasector. This is to describe factions in this list in a somewhat similar fashion.

Faction mods of normal toughness:

Pretty good overall and good looking ships. Generally not problematic and a good start before diving into the more esoteric stuff.


   Blurb: Military green and grey ships with an overall focus on being very mobile and fast active venting.


   Blurb: White colored ships (with a few mix colours here and there) with a pristine, blocky appearance and a focus on sharp maneuvers and active venting.


   Blurb: Red coloured ships with white highlights. Contains uniquely animated fighters and a unique transforming super frigate.


   Blurb: Bricky golden yellow ships with white highlights that fly fast or slow in a fleet focussed playstyle. Also one of the best in stand off poke battles.


   Blurb: Dark purple blocky ships with golden dressings. Broadsides like nobody's business with a focus on unique energy based artillery weapons.


   Blurb: Grey blue ships with great speed and flexibility. Diverse cast with just about anything a faction would want. Features ships with modular components.


   Blurb: Smooth curvy ships with spectacular light cyan and dark green colouring. A focus on high tech like capabilities and mobility with a higher reliance on shields.


   Blurb: An assortment of light green ships with red highlights as well as an assorted addition of Vanilla like ships. Lots of content.


Faction mods for advanced players/tougher gameplay:

These mods are meant as something like boss factions, but their creators made it balanced in a way that they are counter-able and their gear hard to acquire to avoid power creep. Beware, they will destroy you if you are not prepared.


   Blurb: One of the balanced boss factions. Scary mechanics, fighters and weapons.


   Blurb: Comes with upgrades for pirates and introduces a new faction. Both provide unique features. Difficulty of the Cabal increases with the number of Dynasector supported mods if Dynasector is on. They will extort you dry! Additionally, you as the player can extort cargo/trade fleets too!


Faction mods that are WIP towards achieving a balanced/complete state:


   Blurb: Imagine if zombies came from space. Well, this fulfils the fantasy I suppose. Balance is quirky.


   Blurb: Overpowered. A Diable inspired mod with green that's hard to see against most background.


   Blurb: Light blue ships with a race car like theme. Fast and powerful, but brittle and very very short operation periods.


   Blurb: Fighter wings mostly with only a handful of ships. Inspired by several sources.


   Blurb: Faction based around a mining theme. Nice looking ships with some having a bit of a strong ship systems. Balance is quirky at best.


   Blurb: Tanky and high techy. Grey-ish dark with harsh lines aiming at the theme of a big mining cooperation.


   Blurb: A mod with controversial history, with dark red and blackish brown ships that mostly focuses on heavy shielding while having rather generous amount of weapons slots with very large arcs. A bit overpowered.


   Blurb: An old mod revived once more by its original author. Desert like colouration and theme for the ships with a heavy emphasis of a lot of built-in weapons.


   Blurb: A rather peculiar mod focussing on old style naval ships. Rather narrow and long profiles. Ships from this mod are added to Vanilla fleets.


   Blurb: Lots of galvanised ships that are mish mash of Vanilla ships with a peculiar thing here and there. Rather repetitive is most cases. Whether it's interesting or not depends on you as the player.


Mods requiring feedback to improve:

These mods are... different. Mostly in terms of art style that just doesn't quite click (for me at least). Or has issues. Up to you as the player to judge however. The * tag applies to all of the mods here.


   Blurb: N/a.


   Blurb: Dark blue ships revamp courtesy of DrakonST. Give em' feedback I suppose.


   Blurb: A mod with crystalline and spiky ships with heavy emphasis and only built-in weapons on their ships bar some odd ones.


   Blurb: An older mod revived. Not much has been changed aside from compatibility updates.


   Blurb: Rather pleasant set of orange weird looking ships. A new revamp courtesy of DrakonST again, so comment to help with the balance!


   Blurb: An old mod revived. Peculiar red and oversized lumpy ships.


   Blurb: N/a.


Here are some very experimental mods. Use with a degree of caution I suppose.

Gameplay modifiers:
  • Active Gates: An experiment to make the gates in campaign do something.
  • Remnant Autofactory: An experiment to create an expansion based on the Omnifactory
  • Thar Be Dragons: Clears out hyperspace clouds from overlapping hyperspace gates and introduces predatory fleet that'll jump a player from hyperspace clouds (very large and very OP fleets, may cause issue with system).

Utility Tools:

Mods that add factions, ships and/or weapons:
  • Steelclad: The WIP revival attempt for Ironclads. Currently not a Total Convsersion. For more details, please visit the thread.

If you have any problems or questions, don't be afraid to ask!
Hope this helps!

Thanks for reading! Leave your comments if you like!

General Discussion / What ships system is good with phase cloaking?
« on: July 26, 2016, 02:31:35 AM »
I like phase ships, but sometimes they just don't make the cut in terms of system synergy (like the Harbinger).

So, I like to ask 'title'.

Also, is Phase Teleporter good with Phase cloaking?

Modding / How & What is needed to create Phase Ships.
« on: July 21, 2016, 09:19:19 AM »
I've been curious about this. I'm thinking of tryingto create a few phase ships in the future, so I thought might as well get the resources to do so straighten out.

Does phase system envelope Phase Skimmer, Phase Teleporter, and phase drive?

What files does a phase ship require? If the phase ship system is a copy pf Vanilla's phase system, what files does it need to import?

Are therespecific programs needed to open, edit, and/or create thesefiles?

If it's unique like BRDY's Karkinos and Morpheus, how does one create that?

Graphics wise, how do I male the system change the graphics of a ship to its phase state and back again? I know it must have a seperate graphics/pictures/sprites (glows) for when it phases.

Please and thank you for your help people!

General Discussion / Vanilla Loadouts and Goals
« on: June 27, 2016, 10:38:24 PM »
I've decided to play with just the Vanilla, and have reached a point where trading is no longer beneficial and I need to get Cruisers.

The main goal originally was to raise relations with the Independent and get them up to Cooperative so I can get access to Cruisers and Capital at Nortia in the Askonia system. But that got halted after 50.

Any suggestion on which faction to join among the big 4? And which ships should I aim for with the highest probability of success?

Current fleet stats: 2 Enforcers, 2 Wolfs, 2 Cerberus, 1 Wayfarer, 1 Hound, 1 Gemini, 1 fighter wing tht I forgot the name of but has no shield.

 I'm thinking of going through the planets/stations in the core game/Vanilla and making an article about where to get the most out of what a trader might want as well what they can take advantage of given the features of the station or planet. With the economy revamp looming, is t wise to wait for it or just do it?

Also, anyone knows what does the feature 'Cyrosanctum' does? Its on the Independent planet Nomios in the Arcadia system.

Aside from that, I've found only one other unique feature called 'Stealth Minefields', but that just increases stability it says. (Kanta's Den).

Hello, today I want ask about the title above.

I did some checking, but couldn't quite grasp it yet. Can anyone explain to me how do I go about establishing own faction?

General Discussion / What's your fleet?
« on: April 25, 2016, 09:35:24 AM »
Hello again. Today, I'll like to ask what's everyone's favourite fleet comp.

Here are the main points I'm looking for though:

- What ship is the one you fly?
- What other ships do you dispatch with it?
- Captains are assigned to which ships in the fleet?
- If you have fighters, what carrier or carriers you use along isde what kind of fighter?
- Overall aim/strategy?

Also, any ships of the vanilla mods can be used as long as they are usable in 0.7.2a (that includes Rook and Castle if you haven't changed to Dynasector).

My fleet consist of my piloting the Oddsey-class capital accompanied by a Storm-class with at least 7 fighters. Other ships include some Shadowyards (especially a few of the one that can reverse very quickly) and assorted bombers randlomly picked up and small phasing frigates. Aim is usually swarm and overwhelm (fails against rush based enemies with On-Slaughts unless I can retreat fast enough, and Templars, there suicidal tendencies wiped most of my fighters out). For logistics, it's just 1 Troop Transport and 2 mixed cargo/tankers.

Have fun! Let see what we can come up with!

General Discussion / About graphics card and memory allocation.
« on: April 22, 2016, 04:39:05 AM »
Hello again, today I like to ask about the requirements for GraphicLibs.

Here's my graphics cards details and the memory it uses I think:

Chip Type: Intel(R) HD Graphics Family

DAC Type: Internal

Adapter String: Intel(R) HD Graphics 520

Bios Information: Intel Video BIOS

Total Available Graphics Memory: 4165 MB

Dedicated Video Memory: 128 MB

System Video Memory: 0 MB

Shared System Memory: 4037 MB


Is this sufficient to run the GraphicsLib mod?

Also, how do I actually run it properly?

General Discussion / A Question about Faction Suggestion
« on: March 25, 2016, 03:48:27 AM »
Can we suggest new factions usually? I know it's a lot of work just to make one ship, let alone all the other things to incorporate into the game and other mods.

If we can, has anyone ever suggested an AI faction? (not the AI War mod). I mean a faction that is compromised of robots controlled by a central A.I. My general idea of them is a faction of ships focusing in more efficiency and utility rather than brute force. Bu maybe as strong as the Knight Templars. Their system compromised of resource full planets and their sun has a dyson sphere being constructed around it or has one already constructed. Their ships can also recharge special resource by being near suns maybe? If you all like to see one, I could elaborate it further with all the stuff needed. (No artwork though. I'm one of those with creativity but no talent person. Wish could draw or sketch at least). Thanks for reading my rantings again!

General Discussion / A Few Questions.
« on: March 25, 2016, 03:34:17 AM »
Hello again. Today I like to ask a few technical questions, both for the in-game and externally.


Lately, I've been encountering a Java heap space error whenever I save files, corrupting them and shutting down the system without any warning. I know that this could have been the result of using to many mods (I tried using all the factions that are updated all together) and have experimented with filtering out which I do not need (or not too impressed I guess, Knight Templars are impressive, but they blow up everything I anyone throws at them most of the time). Using less faction mods (utility mods seem to not impact the game on this matter and made it run quite smoothly) eliminated the error for now. The errors occurs not too long into the game (about 30 to 45 minutes), barely any progress was made when it occurred. On too the questions:

1. If a Java heap space error occurs during saving, is there a way to recover the save file?

2. How do I reduce the probability of this error occurring if I run more mods?

3. Are computer functionality/capability is a factor of this?


Aside from that, I'm currently enjoying the game and liking ships from Blackrock, Diable, and Neutrino. The questions are:

1. Among these three factions, which one is much more suitable for combat and/or trading? Any specific fields that each factions succeds in?

2. Shadowyards seem pretty good (their Mimir capital ships is top tier, right?). What would you all suggest in dealing with them? Is it better to make relations or start as them? (Nexerelin mod function).

3. Outfitting weapons are rather easy, but finding the right balance in weaponry, obtaining them, and managing the ordinance point is tricky for me. Any suggestion on tips on these matters? Is using Omnifactory, Prism Freeport or just buying from their respective markets is better?

4. What are the key things to note when mining? I've tried out out according to the specifications, but the loss was kind of greater than the benefits I got. Crew kept dying after a few times.

5. How do I establish or use the Outpost class capital ship that comes from the SCY nation faction mod? Can they be establish in hyperspace? I like to use them to go exploring the outer edges of the map.

6. Speaking of exploring, is it advisable to do so? Any thing to fond out on the great special expanse?

7. At what numbers do relations must be for one to buy stuff under a cooperative commission? I tried it for a while with the Knights Templars, managed up to 71 relations before save crashed.


Thanks for reading!

General Discussion / About ShaderLib Mod.
« on: March 16, 2016, 01:17:27 AM »
Hello again. Today I like to ask about just ShaderLib in particular.

So far, the systems I have are unable to handle the mod, even after shutting it down via shadersettings.json file but keeping the mod on.

The mod does enable other mods that require it when enabled, so far from what I could test out. But in the case it is active, the mod causes the start screen (after loading) to glitch (turns the screen white as the scanner bar goes across it, and creates after image of opened menus ) and also glitches the battle portion of the game (all that happened was all the light indicators all phased around and the screen began to turn white).

In the case I've disabled the mod via the settings, it just crashes if I have any other mod that needs it to run. It also creates the stated glitches when it is inactive without any mods that require it.

Now, before that, I will give the computer system specs that I have available to me. Are they suitable?

Surface tablet computer.

Windows 10 Home

Processor: Intel (R) Atom (TM) x7-Z8700 CPU @ 1.60GHz, 1.60GHz

Installed RAM: 4 GB

System type: 64-bit operating system,x64-based processor

Alternatively, I did check another possible option (a computer that a friend is selling):

Windows 10 Home

Processor: Intel (R) Core (TM) i7-6500U CPU @ 2.50 GHz, 2.60 GHz

Installed RAM: 8.00 GB

System type: 64-bit operating system. x64-based processor

I do not have any graphic cards that are external.

Back to the main topic. How do I make ShaderLib compatible with the system?

Is there any mods that may had interfere with the ShaderLib system?

Can allocating more processing power work the system better? I've tried and it didn't work.

Do mods that require ShaderLib have an alternative version that does not need it?

Thanks for taking your time to read this! I hope you all can help!

General Discussion / About Mods
« on: March 12, 2016, 06:09:07 AM »
Hello all! I'm a new player to Starsector with a few questions. Still getting the hang of the game on easy mode for now.

Today, I like to ask about mods. I've found Starsector mostly through videos, and the game play is fascinating, particularly with all the mods embedded in.

The questions are:

1. How do I GPU Accelerate Starsector for the mod ShaderLib?

2. The megamods are Starsector+ and Nexerilin right? What do they do? And what does Ironclad do? (I've read through them, but I still a bit confused).

3. Is it good to get all the utility mods?

4. Which factions are the best? In terms of balance, what they give, factions, tech, etc.

5. How fast does Starsector and the mods associated with it are updated?

Thanks for your time!

Pages: [1]