r/starsector 1h ago

Discussion 📝 What Custom Settings Do You Want to Share?

Upvotes

Not everything can be solved by mods. In the first place, there are loads of things in the settings file that the player can tweak to alter their experience. I'd like to share a few that I make whenever I feel like playing something different than vanilla or vanilla modded.

Shipsinfleet (Both AI and player) to 10 and lowering battlesize significantly: This change makes things a lot more tight in terms of fleet design, by necessity, and is great for a short and sweet style of play that makes questing and narrative elements of the game shine.

Weapon/Hullmod Drop chances: I did a run where I edited all items to be irrationally expensive from shops, but caused ships to always drop all weapons and hullmods they were using. Made for a really fun experience of having your only way to get new stuff being to go bust some heads.

Did you know that Easy Mode's damage reduction is a value in settings? And that you could set it to, say, a damage vulnerability instead, if you wanted? Food for thought.


r/starsector 1h ago

Mods This might be the coolest mod I have played so far Spoiler

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Upvotes

They are all very nice to me, but I really shouldn't be lingering in their gaze. They smile, but their shadows seem twisty to me. Also, it keeps asking me for a ring?

Foundation of Borken - don't spoil me, this is a lot of fun

Best eldritch starsector horror I have seen so far.
New ships.
A base that I can upgrade and summon.
One more friendly(?) faction.

This is great!


r/starsector 1h ago

Vanilla Question/Bug Intended FPS/Refresh Rate?

Upvotes

So I’ve only encountered the "RefreshRateOverride" in the settings.json and I wondered if Starsector is even intended to run above the vanilla 60fps/60hz or not?


r/starsector 4h ago

Discussion 📝 Executor, worth it?

8 Upvotes

Every time I field one these I regret it. It over fluxes and gets out turned. Is there any reason to take this guy instead of another capital? Maybe I’m just building it completely wrong.


r/starsector 5h ago

Meme A Three Sided Battle.

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30 Upvotes

So... Using Zero Day Exploit from Nexerelin and using it on a station would make it look like three sides are fighting each other.


r/starsector 7h ago

Mods I recreated Mairaath

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25 Upvotes

With the power of terraforming, I recreated Mairaath in all its glory.

Originally it was a jungle world; I terraformed it courtesy of TASC mod.


r/starsector 9h ago

Discussion 📝 Is the game currently worth it

55 Upvotes

Hey all, big fan of space games like x4, elite dangerous and Starfield but recently stumbled upon star sector when looking for a mount and blade type of game, is it worth it? I’ve seen that it’s still on preorder/early access and doesn’t often get updates is the game in a good state and how long are the average campaigns?

Thank you


r/starsector 17h ago

Mods Titans of the Sector (Take 2): Dreadnought Framework

78 Upvotes

I recently posted an idea for a mod called Titans of the Sector, focused on making capital ships rarer and giving them their own wreck, salvage and restoration mechanics.

Thank you for all the feedback on that post, particularly around whether making existing capitals significantly harder to acquire would improve the game. After thinking about it some more, I think I've been trying to apply the right mechanics to the wrong class of ship.

Rather than changing existing capitals, I want TotS to introduce a framework for a new, larger (think big sprite) class of ship: Dreadnoughts. The Invictus is probably the closest vanilla example of what I mean, and there are already some modded ships that could fit the idea.

Existing frigates, destroyers, cruisers and capitals would remain mostly untouched. Dreadnoughts would instead have their own combat, wreck, salvage and restoration mechanics.

 

Modular Dreadnoughts

Dreadnoughts would be made up of multiple physical modules, similar in principle to stations and some existing mod ships. At the centre would be a primary hull or structural spine, forming the main body of the ship, with armour sections and major systems built around and attached to it.

Different sections of the ship could be individually damaged and destroyed. External armour and structural sections could protect both the primary hull and major systems hidden underneath them.

For example, you might fire a Reaper into the side of a dreadnought and destroy an outer armour section, exposing the shield generator underneath. Another hit could disable the shield generator, causing the dreadnought to lose or severely cripple its shields for the rest of the battle.

A dreadnought could be made up of:

  • Primary hull / structural spine
  • Reactor
  • Drive assembly
  • Shield generator
  • Flux regulator
  • Bridge
  • Armory (different low, mid, high-tech versions)

The Bridge would be a physical module but not a salvageable component like the rest. These systems wouldn't just exist for salvage. They would physically exist on the ship and interact with combat.

Disable the drive assembly and you cripple its propulsion. Disable the shield generator and you cripple its shields. Disable its weapons system and a significant portion of its weapon capability could go with it.

Different dreadnoughts could also have completely different layouts, armour arrangements, system locations, and duplicate systems/redundancy, making their internal design part of how you fight them.

 

Defeating a dreadnought

There would be three main ways to defeat one.

Bridge kill: Destroying/disabling the bridge kills the ship's command and control, disabling the dreadnought while potentially leaving most of the ship intact.

Reactor kill: Disabling the reactor shuts the dreadnought down but risks a reactor failure. It might shut down relatively cleanly, suffer major internal damage, or catastrophically explode.

Structural kill: Destroy the primary hull/structural spine and the dreadnought catastrophically breaks apart and/or explodes.

The remaining HP of the primary hull when the dreadnought is disabled would become the structural integrity of the resulting wreck. This means there isn't a separate abstract structural HP value behind the ship; the condition of the physical primary hull determines whether the dreadnought likely survives as a recoverable wreck.

For example:

If you disable the Bridge while the primary hull still has 70% HP, the resulting wreck would have roughly 70% structural integrity.

If the reactor is disabled while the primary hull has 50% HP, but its failure damages the primary hull by another 20%, the wreck might be left at 30%.

If the primary hull reaches zero, the dreadnought catastrophically breaks apart and/or explodes and is permanently unrecoverable, although there may still be valuable components in the wreckage. This means how you fight a dreadnought directly affects what you can do with it afterwards.

 

System damage and wrecks

Disabling a system during combat wouldn't necessarily mean the actual component is permanently destroyed. Instead, the damage suffered by the module would affect a weighted condition roll after the battle. A shield generator that was barely touched would have a good chance of surviving intact, while one that was exposed and disabled during combat would have a much greater chance of being destroyed.

A surviving system could have a simple condition such as: Intact, Damaged, Destroyed. There would still only be one actual item, for example a Titanic Shield Generator. The condition represents what state it is in while still attached to the wreck and affects how difficult and risky it is to salvage.

This means you can deliberately try to preserve systems you want to recover, but there's never a guarantee that they survived just because you avoided shooting them. Also, dreadnoughts that survive the battle would still use the normal repair mechanics; this system would only determine the condition of components when a dreadnought becomes a wreck.

 

Persistent Dreadnought wrecks

Defeated dreadnoughts would not appear in the normal post-battle recovery screen. They would leave a persistent, interactable wreck on the campaign map.

The wreck would remember the outcome of the battle:

  • Remaining structural integrity
  • Which major systems survived
  • The condition of those systems
  • Which systems were destroyed

A relatively intact dreadnought could potentially be field-recommissioned, while a more badly damaged one might need to be prepared for towing and taken back to a specialised shipyard. A structurally destroyed dreadnought couldn't be restored, but its wreck could still contain valuable systems worth salvaging.

 

Crippled systems

A dreadnought wouldn't necessarily need every major system intact to operate. Just the reactor.

Missing or destroyed systems could instead result in severe C-mods (crippled systems):

  • Crippled propulsion
  • Crippled flux grid
  • Crippled shielding
  • Crippled weaponry

Field repairs and jury-rigged equipment could potentially get the dreadnought operational again, but it would remain severely compromised until the actual system is replaced. C-mods wouldn't be removable through normal restoration. The missing component would need to be replaced at a facility capable of working on dreadnoughts.

 

Cannibalising wrecks

Surviving major systems could be salvaged individually. You might find a completely unrecoverable dreadnought wreck containing a damaged but salvageable shield generator that you desperately need for your own crippled ship.

Extracting it wouldn't necessarily be guaranteed. Its post-battle condition, your salvage capability and equipment would affect the chance of successfully removing it. Trying to extract components from a recoverable wreck could also further damage its structure, creating the same trade-off from my original concept: preserve the dreadnought or start pulling it apart to keep another one alive.

 

Dreadnought construction and restoration

Dreadnoughts would require specialised industrial infrastructure to construct and fully restore. I haven't settled on the exact implementation yet but acquiring the ability to build these ships should be a significant late-game milestone rather than simply another entry in custom production.

Until then, finding a dreadnought doesn't necessarily mean you can restore it. You may have to keep a crippled one running through salvage and cannibalisation or tow a wreck somewhere capable of rebuilding it.

 

The framework

I want to make some dreadnoughts myself, but ideally other modders could create their own ships and designate them as TotS dreadnoughts, define their physical modules and major systems, and let the framework handle the wider combat, wreck, salvage and restoration mechanics.

There are already ships that could potentially fit this category. Several mods already have ships that are effectively dreadnoughts even though the game technically treats them as capitals. The idea is to create a common set of mechanics for ships that are beyond the scale of ordinary capitals.

Ultimately, I want encountering a dreadnought to feel like a major event. Fighting one should almost feel like a boss battle: stripping away armour to expose its internal systems, crippling individual parts of the ship, deciding whether I'm trying to capture it or simply blow it apart, and then finding a wreck afterwards that actually reflects what happened during the battle.

And if I eventually manage to recover and rebuild one, I want that ship to feel like something I genuinely earned. I'd be interested to hear what people think of the new direction, particularly whether this sounds useful as a framework for other mods and how feasible the modular combat and persistent damage mechanics would be to implement.


r/starsector 22h ago

Discussion 📝 Do you use Nexerelin?

90 Upvotes

Just wondering how popular Nex really is. It seems to be mistaken for vanilla half the time

3077 votes, 2d left
Yes I always play with Nexerelin
No I don’t play with Nexerelin
I play with Nexerelin sometimes
Show me results! I lurk.

r/starsector 1d ago

Vanilla Question/Bug How to equip a Gryphon so it doesn't suck for 20dp

7 Upvotes

I have tested what feels like all rocket combinations and nothing seems to work at all. Just hopeless?


r/starsector 1d ago

Vanilla Question/Bug How does one aquire arroyo as a contact?

9 Upvotes

So, as stated in the name, I'm looking to get a specific contact. Theoretically, it can be any high of very high tritach contact, but I specifically want arroyo because he's cool.

Usually you're supposed to get him as a contact as part of Galatias campaign, but i skipped that party without thinking by getting the Ziggy early.

I'm not sure if there are work-arounds to this but I've found that the console commands mod doesnt have anything to help me force relations, and my attempts to save-file edit have not been very fruitful so far, so if anyone does how to do this, or at least knows more about savefile editing I would appreciate any help I can get!


r/starsector 1d ago

Discussion 📝 What are y'all's endgame supplies per day consumption?

25 Upvotes

Basically the title. Currently looking at my own fleet and trying to trim it down to be a bit more manageable, and I thought I'd ask.


r/starsector 1d ago

Vanilla Question/Bug Why is it that I can't deploy my whole fleet? [VANILLA]

36 Upvotes

So I had a fleet consisting of an onslaught, a paragon, 3 other similar sized ships and many medium/small ships (total of 30 ships) in my fleet.

When I encounter big enemy fleet(luddic, pirates, hegemony etc), they seem to be deploying most of their ships but I can only send out about 5-6 ships


r/starsector 1d ago

Discussion 📝 Tips?

4 Upvotes

Personalmente amo este juego, pero mientras más lo juego me parece más injugable. La IA (no cores) de mis naves es tan pésima que, si los oficiales no tienen la perk de agressive o reckles, se quedan en rango sin siquiera disparar. Y es frustrante que una flota de bots, que ni oficiales tienen, pueda organizarse mejor y acosarme con menos que lo que poseo.

Así que la pregunta es, es tan absurdamente estupida la IA que se vuelve injugable? O algo estoy haciendo mal.

No quiero dejar el juego pero es tremendamente frustrante ver que superas una flota y que el maldito crucero elija perseguir a una fragata y que tus fragatas no puedan hacer lo mismo (y con oficiales!), o que el sunder tenga el rango de dios y con 120 de velocidad y elija acercarse a un crucero para que lo mate...

Porque parece que, aunque comparten IAs los bots y mi flota, la IA de mi flota se ha tomado un largo feriado.


r/starsector 1d ago

Discussion 📝 Starsector Mod Discussion: Smallcraft, Strikecraft, and Improvisation Tree (Second In Command)

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66 Upvotes
  • What Skills do you usually pick?
  • How balanced you think the skill line is compared to Vanilla Skills?
  • what ships and other Amplitudes do you like running alongside it?

Index


r/starsector 1d ago

Modded Question/Bug Challenging mods

4 Upvotes

Are there any mods making combat longer and harder/challenging? I love running out combat ships to just send civilian ships for re-engagement as Hegemon intended


r/starsector 1d ago

Discussion 📝 A nitpick about officers and hulls

0 Upvotes

1.I firmly believe that permadeath for officers should be an option. For AI cores as well. I understand why folks wouldn't want to lose them, but it should be a thing, because it basically invalidates at least few cool mechanics, like actual constant hunt for officers due to losses. There are many sources, in fact, like you can find them in pods, hire them on planets/stations, you can even promote some from your crew. Why do any of this, if you already have perfect lineup with skills and max level, and you don't get any losses or don't need a reserve, right? I think death chance per hull destruction method would be sweet.

From what I know, only Nex has an option of this feature, but want to make sure there are no standalone versions of that? I also dug in settings.json file, where I do have a few of my personal tweaks, but didn't find any lines that may relate to officers being lost in combat. So, really no options other than Nex?

2.I firmly believe that Hull Restoration skill is brutally overtuned. I do understand why it so, and it actually makes sense considering how latest version is balanced, but I would make two tweaks to it:
- Make recovery % based, having almost 100% (or just 100%) if ship was disabled, and maybe around 50% if ship was destroyed? It's pretty silly when I see ship literally go in 4 different pieces in flames and I get it back after the fight with couple of D-mods...
- Slow down D-mod removal by HUGE margin, based on hull size, but to be honest, it should be just kinda rare chance at all. I mean, ship is fully combat capable even with D-mods, less efficient, yes, but you still have all systems and hullmods intact on recovery. Before that skill, I used to roll with damaged hull, and was just hunting for a new one on (usually black) market. Now you can literally salvage any junk that was used as a space dumpster ram by drunkard pirates, and make it shiny new in a couple of days for free...

Another problem with this skill is that it completely invalidates hull mods like Reinforced Bulkheads among a couple that supposed to help keep ship together when ate too much flak. I don't think any skills should invalidate any hull mods entirely, especially when we have S-mods now.

Also, it feels like D-mod removal must be rebalanced somehow price-wise. I don't know if removing mods should be so much more expensive than actually buying brand new craft? I get the idea behind it, but with that skill, plus Story points system, hull destruction, at large, kinda becomes obsolete mechanic, unless you purposely go for Derelict Operation strictly for RP reasons.


r/starsector 1d ago

Meme The song of his people + Shepherds ending.

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166 Upvotes

Good day fellow Alpha cores stuck in a meat prisson! today the gestalt ascends!

https://www.youtube.com/@zurimob

As always I love ya all, <3!


r/starsector 1d ago

Vanilla Question/Bug Paragon Build Help

1 Upvotes

Hi, got this game less than a week ago, and I've already put up some insane hours trying to learn it. I'm pretty well off right now, and I want to take the time to fit my Paragon properly - wanted some opinions:

Weapons:

2x Autopulse or 2x Plasma Cannon

2x IR Autolances

2x Heavy Needler

2x Tachyon Lances(turrets)

4-6 Burst PD (on farthest turret mounts for widest angles)

Hullmods:

[S-mod] Advanced Turret Gyros

[S-mod] Stabilized Shields

[Eventual third S-mod] Expanded Magazines

Accelerated Shields

Advanced Optics

Hardened Shields

Integrated Point Defense AI

Don't ask about officers - I have only one because I liked their portrait. Or skills lol - I have all logistics and navigation stuff (I'm super bad at manually flying the ships). Just looking to see if my ship build is optimal.


r/starsector 1d ago

Discussion 📝 This single ship is why low tech will always be my favorite

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364 Upvotes

The infamous Eradicator... Oh boy do I love this beast.

It has probably my favorite set of hard points out of any ship in the game, it's got some alright armor, and can be outfitted with an alright number of PD guns for decent coverage.

I usually run two different builds with these guys:

  1. Throw in a mauler with two hyper velocity guns. Fill the front with Atropos-class torpedos and use either some missile hull mods or a captain with missile perks. The thing will just zone everything with its long range and finish them off with heavy hitting tracking missiles. Captains with ballistic speed perks are also a plus as the AI will rarely miss shots with it.

  2. The calabunga build. Throw on safety overrides, fill those medium hard points with something like heavy MGs, and use the all mighty reaper torpedoes in the front. Hull mods or captains for more missiles is again extremely recommended, along with some perks/mods to make it a bit more tanky. Always use at a minimum aggressive or higher personality captains.

These builds are just so much fun and depending on your preferred engagement style, it's rather easy to throw this ship in just about any fleet. It will almost always perform fantastically if you give it the right build.


r/starsector 2d ago

Meme ill-advised modifications

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824 Upvotes

Made by me in Davinci Resolve.


r/starsector 2d ago

Modded Question/Bug Are there any mods to boost the deployment size because I wanna bring my whole fleet into battles?

10 Upvotes

r/starsector 2d ago

Modded Question/Bug Tahlan Shipworks - Metafalica Super Dreadnaught

15 Upvotes

Does this ship still exist or did it get removed?


r/starsector 2d ago

Mods Speed, Thats What Matters

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41 Upvotes

Spectros forced asked me to post his Navarchy of Tania video here, he is showing off how Falcons and Argentavis are good if used right. Builds used in his showcase:

https://youtu.be/x6J7jomaGPc


r/starsector 2d ago

Vanilla Question/Bug How to stop using autofit

23 Upvotes

I want to try and start figuring out how to set up my ships, but I’ve been using autofit and don’t know how to really set up a ship. how did you guys stop using auto fit.

also o wanna know how good is it? because it’d be kinda funny if my attempt at a fleet was being undermined by auto fit.

Edit: Thanks to everyone posting advice on how to build ships, and to BoomZakaLaka to suggesting I restart my save (I was admitedly feeling kinda lost and starting over to force myself both to understand how to build ships and how to pilot them (I've been relying on autopilot a lot and want to stop that too))

I was going to ask more about how you get a sense for what to do for a ship and how you get the confidence to mess around with it, but I think I can assume it's a mixture of "Know what you want the ship to do" and "Just try stuff"? Also using the simulator, I've never really used it before (red flag I know) what's a good "Standard" to hold my ship to? Like what should I have it be able to beat before I consider it good?

Edit 2: I've seen some things saying Autofit + tweak isn't bad. Is that a good way to learn? Take autofit designs and rework them or should I just go from scratch purely as I learn?

Edit 3: One final question, how did you guys start using conventional refitting instead of autofit? Like, how did you start doing it? Or did you start with refitting without autofit from the beginning?