Features:
This mod adds a custom, unclaimed star system to the core worlds with three resource-rich planets that you can colonize and some other stuff
Requirements:
None
Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section
Download Links:
mutually exclusive, only download one of these
Version 1.0.4A adds the system as described in this thread. It is intended for early-game colonization.
Version 1.0.4B is the same as 4A, except it also adds 4 [REDACTED] stations to the system, turning it into a late-game challenge.
System:
- Calvera - yellow star at the center of the system and its namesake
- Vesta - large terran planet orbiting Calvera, suitable for farming
- Vulcan - small volcanic planet orbiting Vesta, suitable for industry
- Minerva - small frozen planet orbiting Vesta, suitable for industry
- Extras: - cryosleeper, coronal hypershunt, two research stations, inactive gate, comm relay, nav buoy, sensor array, three loot caches
Screenshots:
Notes:
-
For Version Branch B: It is possible to change the difficulty of the
REDACTED fleets by editing
MODSystem_modPlugin.java with a text editor (e.g.
Notepad++) which can be found in:
CalveraSystem\data\scripts; The parameters you'd want to change are:
minFleetPoints,
maxFleetPoints,
minFleets and
maxFleets. As to why you should do this, well, properly balancing late-game encounters is practically impossible in this game due to the sheer variety of mods people use, so if you're only playing vanilla, you might find it very difficult to actually conquer this system.
- The planets have the best resource modifiers in all categories (e.g. ultrarich/bountiful) although only Vesta has organics while Vulcan and Minerva have volatiles
- All three planets have vast ruins
- The cryosleeper is guarded by
[REDACTED]- The coronal hypershunt is guarded by
[VERY REDACTED]- Research stations and loot caches are there to speed up the early-game even more, if you don't want them, don't use them; if you want to stop them from spawning with the system, comment them out in
data\scripts\MODSystem_modPlugin.java (you can open the file with
Notepad++)
- This system is located near the middle of the core worlds (next to the Prism Freeport if you use Nexerlin)
- Only one jump point is present in the system, allowing for easier expedition defense
- This system spawns on worldgen, so unless you know how to spawn it manually using the
Console Commands mod, it requires starting a new game to spawn
Changelog:
Spoiler
1.0.4 A/B (Latest)Spoiler
-Updated the mod for Starsector 0.97a
-Version 1.0.4B - increased the size of [REDACTED] fleets from 30-90 fleet points to 90-240 fleet points (for more epic battles)
1.0.3 A/B
Spoiler
-Updated the mod for Starsector 0.96a
1.0.2 A/BSpoiler
-Split the mod into 2 versions
-Version 1.0.2A is equivalent to version 1.0.1
-Version 1.0.2B adds 4 REDACTED stations to the system
1.0.1 - DownloadSpoiler
- Added a new (frozen) planet - "Minerva"
- Resized planets (Vesta: 400>300 / Vulcan: 400>150 / Minerva: X>150)
- Changed planet orbits (Vulcan and Minerva now orbit the system jump-point, which orbits Vesta)
- Changed some planet conditions
- Changed custom entity orbits (Array, Relay and Buoy now orbit the Inactive Gate, which orbits Vesta)
- Moved the system very slightly north-west of where it used to be
- Turned Calvera into a yellow star and made it bigger
- Added a cryosleeper
- Added a coronal hypershunt
- Added two research stations
- Added three loot (technology, heavily-shielded and equipment) caches next to the cryosleeper
- Added custom jump-point in the barycenter of Vulcan and Minerva
- Removed auto-generated fringe jump-point
1.0.0 - Download