Starmodder
An unofficial Starsector mod database (561 mods and counting)
Hint: Use Control-F
Introduces several fleet testing tools to help with campaign fleet testing and analysis, including: target practice ships in the simulator, two main menu missions, several Console Commands commands, and a few test-only MagicLib bounties in Asharu featuring the [REDACTED].
Adds lobsters into the commodity economy. If you used any 3.X.X or lower version of the mod (for 0.96 and earlier), it's unfortunately not save compatible (lul), so youll have to start a new save (4.0.0 and above are all compatible and save compatible with each other!). I changed the whole implementation of it to be more futureproof, it might be compatible with tasc now I dunno.
have you ever gotten sick of having to deal with your ridiculous crew and there 'wages'? have you ever looked at your colony screen and said 'you know, if i could, i would replace all of you with robots, just because i like the way metal smells'? have you ever been stranded outside the core worlds and thought 'goodness, if only i could build some type of device out of all the metals and heavy machinery i have to salvage all the fuel, instead of relying on this terrible crew' or found yourself a supercapitcal, 150 light years away from the nearest market and screamed into the endless void 'if only I didn't need to spend crew to get you operational again!?' well, this mod might just be for you! enjoy the following:
Are all those hundreds of "ship and weapon pack" on the forum/discord not enough for you? I got you covered my man. And here you'll see some ships and guess what? some weapons, especially a bunch of reloadable missiles that I really think is lacking in vanilla. Most of them are not so powerful (I hope) but they'll shine in longer engagements. I'm also adding weapons to fill the range gap that is huge in vanilla. There's a bunch of 900su mediums and 1000su larges... changelog:
All the Domain Drones (ATDD+) <:fac_derelicts:644273854486806544> A collection of mods which adds/buffs/modifies the Derelict Drones found out in the wild of Starsector. These mods should be 100% compatible with all other mods excluding major overhauls that aren't normally compatible with any other mods.
Missiles and Turrets for the player and AI to use. The mod adds a variety of new missiles and turrets to the game, includes special effects, sounds, hit effects, and more. Special attention has been given to the lore of these weapons, and they are balanced to fit in with the vanilla game.
Another Random Ship and Weapon Pack v0.9
Are all those hundreds of "ship and weapon pack" on the forum/discord not enough for you? I got you covered my man. And here you'll see some ships and guess what? Some weapons, especially a bunch of reloadable missiles, 900su mediums and 1000su range larges guns. I'm also adding some tough, cheap and short range fighters to fit in your makeshift hangar bay.
Astral Ascension is a mod that expands the Vanilla Colony size limits from 10 to 100. Meaning an entire Googol of people can live and die on a single Starsector world. Planets that exceed size 10 will transform gradually into new and exciting planet classes, possessing powerful bonuses until achieving the status of an **Astral World** at size 21.
This is a mod that replaces vanilla backgrounds with imagined starscapes. I did my best to make these backgrounds fit with the art of the game. If there is any particular starscape you don't like, you can go into the "Brandon's Spectacular Starscapes\Graphics\backgrounds" folder and delete the offending starscape, and it will be replaced again with the vanilla one in your game.
A faction comprised of refugees from beyond the Core worlds dedicated to the protection and ferrying of the poor and desperate to the Core Worlds. This polity uses ships cobbled together from Derelict and Remnant scrap, with a strong emphasis on missile alpha strike.
crew replacer is a mod that lets a modder add additional things to act as a given commodity at a supported task. for example, letting a modded item called, 'crazy robot people' act as a 'marine' during a raid. or to let some other modded thing act as 'heavy machinery' when salvaging. you can learn more on the forms, or in the documentation: https://github.com/Alaricdragon/Crew_Replacer/tree/master/jars/src/desing/documentation Form link:https://fractalsoftworks.com/forum/index.php?topic=24249.msg360489#msg360489
This is a Extension to Diable Avionics that adds 2 ships they can bee seen by clicking on the spoiler image they can be found at random or i think encountered i dont do mods i just was a big fan of this and wanted to make it work so i got permission to update the mod and all credit goes to the original mod maker Protonus or on discord i believe they go by <@115697156421058560> if you want to find them, If he does request to have it removed i will remove it but here is protonus granting permission, this mod requires Lazy Lib https://fractalsoftworks.com/forum/index.php?topic=5444.0 Magic Lib https://fractalsoftworks.com/forum/index.php?topic=25868.0 and the latest version of Diable Avionics https://fractalsoftworks.com/forum/index.php?topic=29432.0
Domain Explorarium Expansion
An in-development mod focused around the Domain Exploration Derelicts, the green droneships you fight early in the game... and also the Abyss apparently. Currently adds about 60 new automated ships and several types of derelict fighters to the game that are hopefully worth actually adding to your fleet. ```Changelog:
Domain Historical Society-0.97 Achi edition (original edition attached below)
An eclectic mix of highly accomplished adventurer historians, domain romantics, pre-collapse administrators and admirals pulled from cryosleep and board members of some of the sector's larger salvaging companies, all part of a single faction that (outwardly, at least) is dedicated to the preservation not only of Domain Law, but of Domain Culture. Using a mix of low tech and midline ships, backed up by an impressive collection of techmined blueprints, the DHS provides modest support to the Hegemony, while retaining most of their forces for exploration into the sector, to discover and protect any domain ruins from the grasp of independent salvagers or, indeed, anyone but themselves.
Dustkeeper XO
This mod is a plug-in for the Second-in-Command mod by Lukas04, implementing an Executive Officer aptitude for the Dustkeeper Contingency faction from Secrets of the Frontier by Inventor Raccoon. The player can hire their own Executive Officers from the Dustkeeper Contingency at their Holdout Forgeship.
Emergent Threats
A mod for Starsector that makes the Remnant and Sindrian Diktat more challenging to fight. Also adds new ships, boss bounties, weapons, hullmods, and the IX Battlegroup hostile faction.
On the surface this militaristic, totalitarian Empire promotes an image of power and dominance, with a strong emphasis on low-tech adjacent midline ships. In reality, it is an unstable regime beset by enemies within and without, that only continues to exist due to a quirk of sector politics - a situation that is not likely to continue.
Fuel Siphoning
Instead of stockpiling enough fuel for an entire expedition, Fuel Siphoning gives you the option to refuel along the way. Full description: <https://fractalsoftworks.com/forum/index.php?topic=15272.0>
GraphicsLib is a mod package containing numerous graphical improvements, including a variety of effects plugins, a dynamic lighting engine, and a screen-space distortion shader. This library can also be used by other modders to implement unique shaders and make use of the built-in lighting, distortion, and post-processing APIs.
**Heggie Tales** *Formerly known Tales from the Hegemony* is a new and very lore friendly Quest mod! It introduces the player into the world of the Hegemony and it's noble houses. Do not expect flashy ships or AI, but realistic people living in a crapsack universe.
Hiver Swarm is a non player enemy AI faction designed to be aggressive invaders and can colonize systems. An insectoid race that uses high tech bio-cybernetics to grow their living ships. Their home world is found in deep space and their relations range from inhospitable to hostile for all factions. Their exclusive living hull designs (seen below) allow them to regenerate their hulls in combat and to be tougher made than the average factions' making them a challenge to fight. They use custom made drones, energy pulse weapons and missiles but have been known to use captured Corvus ships.
An isolationist, strictly hierarchical polity with a strong emphasis on high tech weaponry and incredibly garish ship designs, this Egyptian-themed faction is slowly emerging onto the wider Persean scene with strong suspicions by the hegemony of rampant AI utilisation.
This mod lets Starsector work with Java 21. It does this by making some modifications to both Starsector's and Java's code as it is loaded. It only tweaks things to work, does not update any of starsectors libs nor does it repackage code. Because of this it will LIKELY work with most recent versions of Starsector.
Java 24 [Mikohime 27] [Win/Linux]
a Conversion Kit to run Starsector on Latest Java 23, Provides up to 90% FPS & Stability Improvement over Stock Vanilla in Campaign with SUPER STABLE COMBAT FPS Originally supposed to launch as Mod Launcher Feature only to avoid user-error, but since someone posted *another Java 21 kit*.. might as well do this
A mod that adds a "special" new unique star in the sector which gives buffs to all planets in its system. It will randomly replace a procgen star like the unique planets from Unknown Skies. Also adds a command for ConsoleCommands which allows you to convert any star into that special star.
Are you tired of ships not being playerbait? Are you exhausted at seeing things "finely balanced" to the point they're boring? Would you, maybe, just maybe, like to give that Onslaught (XIV) Manjets on top of it's burn drive? NOW YOU CAN!
Liminal: Custom, Upgradeable Hullmods
Create custom, upgradeable hullmods that rewrite reality. Unlock, upgrade, and slot together different effects into templates, that can be equipped as hullmods onto your ships. Research costs credits, as does using templates (so you probably can't equip your entire massive fleet with these).
I've played the game several time and always found myself avoiding cruiser class ships because their use seem suboptimal. So I decided to create the ship collection which I would love to use in my own play-throughs with the following constraints in mind: 1) Ships must be fun to pilot
market retrofits is a mod containing all my library's related to the manipulation and creation of markets. right now there is not a lot here, but i will be expanding it when I have time. documentation:https://github.com/Alaricdragon/MarketRetrofits/tree/master/jars/src/desing/documentation
Battleship in space! They are based from various battleships such as Yamato, Iowa, Richelieu. Their sizes are not proportional to each other as you can see. I try my best to make them balance while enjoyable as artillery ship. The name are based on Japanese deities and folklore. Hope you guys enjoy it.
Neoteric Advent
Presenting the arrival of a new era, this mod offers a collection of ships, weapons, hullmods, and exploration content, related to in-game events near cycle 206. Can be added mid-save, star systems, and fleet goods will spawn after loading the game.
Nomadic Survival
Makes exploration more interesting by adding sites to planets that allow you to perform various operations. It's a mod about crafting the resources you need instead of returning home to restock.
A cargo space compression utility mod that adds 6 new toggle abilities (Ore Refinery, Rare Ore Refinery, Bio Refinery ,Volatiles Refinery, Fuel Compression and Food Compression) that refine resources found in mining stations, orbital habitats or from the Nexerelin mod mining feature by using heavy machinery and forges them into custom manufactured commodities that take up less space.
Perilous Expanse
An overhaul of fuel economy that makes resource management and survival an integral part of exploration. This mod is essentially an alternate version of Nomadic Survival with different default settings and a few additions.
I always feel that once you hit a certain point you are no longer really surprised by pirates. Their roster is limited and their few ships are either weak or just repaints of existing hulls. This alongside mod power creep often renders the faction a minor annoyance or time sink even in the mid game.
Quality Captains
**A gameplay-first, balance friendly, completely configurable skill overhaul.** QC brings QOL features, meaningful choices, and more than 300 options to tweak the game to perfection.
Do you have a chronic mod addiction that makes the list ships command produce several pages of console output? Do you like testing out ideas for fleets but hate flicking though the variant editor for 5 minutes straight adding smods? I do, and I have spent hours automating parts of these minor inconveniences.
Starship Legends
Adds more personality and variety to ships, their crew, your officers, and NPC fleets using a trait/quirk system. Full description: <https://fractalsoftworks.com/forum/index.php?topic=15321.0>
Ever want to experience what it's like to play in an unstable modding scene, but all the modern mods are too dang stable? Well, with the low low price of 0.00$, you too can experience what its like to play an unstable modlist with INCONSISTENT CRASHES, based on certain actions you may take! Guaranteed frustration, keyboard smashes, and HOURS of progress lost! NO WARRANTIES.
Updated Translation of Traverser Design Bureau by Hanliu Translated by Myco and Miko, thanks to Iriscoral who have worked on previous translation version and was used for reference. (Please note given the overhaul of the mod has gotten since, most TL have been redone)
hello everyone! have you ever written 300+ logs with the 'captions logs' mod, and just wanted to read them in the order you made them? or simply wanted to store them in a text file? now you can! this mod will write the contents of all your captions logs to the starsector.log, on game load and save.
A small addon mod for https://discord.com/channels/187635036525166592/1212105491983896616 utilizing bananaFactory to hatch Voidlings. Download: https://drive.google.com/file/d/1jVan8xBr8_GOOCv_oGEgEZ8gckEw2gNq/view
This mod adds over 40 portraits from the game Warhammer 40k: Rogue Trader, playable characters, companions and some of the major characters, in addition to that there are also 3 portraits from the concept art of the game 40k Darktide.
_***The domain's fall echoed into history, an event never forgotten. It is up to us - the explorers, the scholars, the historians - to pick up the pieces, and harness the power we once lost. What we lost, and what we left behind.***_