Starmodder
An unofficial Starsector mod database (457 mods and counting)
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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:
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.
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
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. ```
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>
A collection of new and alternate ship hulls thrown together by me. This is my first mod so I apologize for any scuffed-ness. I aim to occasionally add more ships and balance current ones with future updates. Ship images can be found on the forum post.
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 23 [Mikohime 26.4] [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!
Having played the game several time I have always found myself avoiding cruiser class ships there was always something that makes their use seems suboptimal. So I decided to create a series of ships which I would love to use in my own playthroughs with the following constraints in mind: 1) The ships must be fun, fast and nimble
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.
Presenting the arrival of a new era, this mod offers a collection of ships and exploration content, related to in-game events which happen near to cycle 206. Can be added mid-save, star systems and fleet goods such as ships 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.
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.
Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
NOTE: This update is in an unfinished but playable state. Testing has been done to make sure there are no obviously-broken elements but there's still a couple of TODO items and it has not been playtested for balance as much as I'd like. It's a stopgap while I finish off a few bits of content.
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>
Collection of ships, weapons and hullmods from popular scify shows of 2000s, starting with Stargate. After while I got bored and started adding non-canon content, this is allowed because in Starsector universe Stargate SG1 and SG-A had 25 seasons, each.
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 transhumanist Megacorporation from the Human Domain era, hell-bent on helping humanity survive and evolve through extensive genetic modification, ardently enforcing their views and regime either by pen, or by sword.*