Active to run.

Requires Latest ShaderLib Utility Mod Active to run. Requires Latest LazyLib Utility Modto run. Download LazyLib here. Requires Latest ShaderLib Utility Modto run. Download ShaderLib here.

Requires Modified vmparams file to load any game.

Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.

For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.

Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp

Collection of the best (imho) Mods, in both quality and lore, in a single Mod. All the Factions are perfectly integrated and have relations with each other.

I tried not disrupting the vanilla Starsector feel, enhancing some aspect of it for greater difficulty and achievement feel .

The selection of Mods is based on overall balance, sprite quality and lore quality, compared to vanilla.

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Features

The selected factions and mods, placed in a vanilla Sector (vanilla systems + modded systems) .

Choose your Journey, be independent, join a faction, be an overlord with your own followers.

Solid (and expandable) bounty system for all factions.

Abstraction system, allowing an unprecedented number of fleets to fly around the sector with minimal performance loss.

Complex and rewarding Craft System with a lot of new and interesting resources, like Blueprints.

Completely reworked Loot System.

Completely reworked Spawn System with an infinite amount of new variants for every ships, thanks to my variant randomizer, and very new and variegated fleets.

All fleets now have Levels and skill points, like players and generally move around a lot more from system to system.

Stations are now Dynamic through production and trade.

New amazing graphic effects thanks to Dark Revenant!



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Screenshots



Spoiler



































































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Selected Mods

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Changelog

Version 1 15\11 - Spoiler First version, I won't spoil the fun, go try the features!

Version 1.1 7\12 - Spoiler Oh Boy here we go! Implemented Void Walkers (optional growing and self sufficient player-owned faction). Implemented Tore Up Plenty and integrated into vanilla fleets. Implemented Exigency Corp. Updated Blackrock to (yet)UNRELEASED version. Updated Pirate Plus. Loads of quality-of-life updates to the crafting system. Ability to trade and sell blueprints.

Version 1.1a 8\12 - Spoiler Fixed burn values for TuP. Fixed being unable to join Tritachyon. Fixed start screen rare crash.

Version 1.1b 8\12 - Spoiler Fixed a null error on load game. Added "Tiger" pirate frigate Fixed some bugs with tabs when using the VW station. Added some vanilla variants by Cycerin. Fixed description error for Exigency. Made traders a little more dangerous. Changed starting ships.

Version 1.1c 9\12 - Spoiler Fixed missing Pirate Plus ships' values for campaign integration. Scaled up the cost in resources for bigger ships (now they cost roughly as vanilla).

Version 1.2 22\01 - Spoiler Added Mayorate, Interstellar Federation, Infernal Machine. Loads of fixes and quality of life upgrades (eg. production queue) . New start. Updated stats and compatibility for 0.6.2a (all ships have updated stats, until modders fix them officially). All mods up to date (JP, TuP, etc).

Version 1.3 17\05 - Spoiler Optimizations EVERYWHERE. Now requires ShaderLib as well as LazyLib. Updated all mods. Removed Kadur. Removed Interstellar Federation. Made all fleets in the sector generally bigger. Made a lot of changes so that fleets are spawned around the player location, making huge number of fleets per system possible. Added more types of fleets. Added Construction Rigs to big fleets. Made mining fleet actually stick to an asteroid. Made blueprints a bit rarer and crew slaves a bit more common. Completely reworked the Station interface for infinitely better usability. Fixed limited storage BUG for the SECRET station. Added a bounty hunt system for all factions (plus independents). Added confirmation dialogues for joining and leaving factions. BPs are now displayed by ship type, not faction. New modification system that allows you to change a ship into a similar one (tarsus-condor for example). You can also set any ship of your fleet to be aggressive/passive by default. Everytime your relationship changes (joining or leaving a faction for example) you get a complete report on the current statuses. Implemented a randomized variant maker so that any ship can be equipped in every possible way(inside the faction's weapons and ships lists). Fixed a BUG that didn't properly assign a flagship to AI fleets. Made loot drops a bit rarer. Made the start a bit harder. Added cool battle graphic effects thanks to Dark Revenant (anamorphic flares, explosions).

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Notes

Most of the mod's features need to be referenced in internal lists so any other added mods sadly won't be able to use em.

When submitting feedback, please remember to post U'sS version and game version (also please provide .log and\or savefile if needed).

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General Suggestions for Mod Integration

Use this folder structure: [graphics\modname\ships... & sounds\modname\fx...] instead of [graphics\ships... & sounds\fx...]

Name your hulls\".ship" files like: "modname_shipname.ship", "not shipname.ship"

Name your missions\"mission" folders like: "modname_mission", not "mission"

Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},

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Credits

The community,

All the incredible programmers that "raised me up" in knowledge from nothing (LW, Zaph, Trylo) with examples and explanations,

The modders,

MAH BRO.

