r/starsector • • 9d ago

Patch notes Another set of patch notes for 0.98.5 WITHOUT the patch (yet)

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374 Upvotes

r/starsector • • 3d ago

Discussion Weekly Starsector Discussion Thread - October 12, 2026

15 Upvotes

Welcome to the r/starsector Weekly Discussion Thread! Use this space to discuss anything you feel doesn't warrant a dedicated thread, whether that be subreddit suggestions, newbie questions, memes, showing off your in-game accomplishments, or just random chat about Starsector and its community.

Useful links:

  • The official forums - the best place to find mods, report bugs, and get in contact with Alex, the game's developer.
  • The Unofficial Community Discord - the most active Starsector community. The Discord is also where most of the game's currently active modding community hangs out.
  • The Starsector Wiki - a repository of useful information on vanilla content as well as home to many modding tutorials. Don't use the Fandom wiki as it's unmaintained and Fandom is garbage.

And don't forget to buy the game if you haven't already!


r/starsector • • 12h ago

Combat Screenshots [CONFIDENTIAL] [REDACTED] Tri-Tachyon Corporation R&D Special Tactics Division Report: Uses and Application of Repossessed Property: LUDDIC CHURCH: RETRIBUTION

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202 Upvotes

[REDACTED] [ CONFIDENTIAL] [SPOILERS]

For Senior Executive and Above Eyes Only.

BACKGROUND:

Tri-Tachyon Corporation launched a fact finding mission ( Report Code: #12382) regarding losses incurred during both Hegemonic Wars, and with Company Sponsored Mercantile Fleets.
This report detailed inherent weaknesses of Company Doctrine and Fleet Design in large and pivotal conflicts.

MISSION:

TRI TACHYON STD's was tasked to find a solution regarding doctrine and fleet composition IOT improve Company ability to project and maintain force over enemy territory.

This Report will detail Special Procedures in the event of hostilities with the Luddic Church.

Current Doctrine:
In broad strokes current doctrine is to present Large Powerful Ships to control the battlefield, and limit enemy options, while simultaneously projecting fast moving peripheral forces to control peripheral areas and employ flanking and scouting maneuvers.

PROBLEM:

Powerful Long-Range Ships Used to control and coordinate large scale operations, have been found to lacking in certain instances. Namely, their speed. The slow and steady nature of the masterpiece of Tri-Tachyon Warfare DESIGNATION: PARAGON is too slow to effectively engage faster moving inferior fleets that focus on the speed and dispersal and numerosity.

SOLUTION:

The Terrible and Useless doctrine of Luddite Luddies has ships that can be repurposed to solve this issue.

SHIP: RETRIBUTION

While it is inferior to Company Designed, Operated and Sold, Space craft, and while logistically inappropriate for Culaan Starforge to build, if repurposed it can be used to accelerate the Paragon.

Please find attached five combat holo's for your perusal, highest recorded speed of the Paragon stands at 230 SU.


r/starsector • • 2h ago

Discussion 📝 Is there a mod that will allow me to fire a missile at the press of one button.

12 Upvotes

This has allows been one of my main issues with this game. I really hate having to choose weapons groups before firing. I just want to hit a key and fire a missile immediately. My last session I used the autofire workaround but its just not the same.


r/starsector • • 5h ago

Modded Question/Bug Why does my fleet size keep getting lowered all the time?

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21 Upvotes

This is modded, but i only have Nexerelin and a couple qol mods like speed-up, quality captains and a couple others.

I've done literally all i can to increase my fleet size, but it doesn't matter, my patrols keep getting defeated and my fleet size keeps going down, which makes my detachments worse than some fast pickets in the core worlds.

My patrols can't do shit by themselves and i always have to defend my colonies when invasions, raids and crisis come.

I posted my colony builds, what am i doing wrong and how do i fix this?


r/starsector • • 9h ago

Mods AoTD - Dev Log: Trade Events and Stable Structures (15.10.2026)

26 Upvotes

In this dev log: https://www.ashesofthedomain.info/devlog/aotd_toolbox_5

Trade Events

Stable Structure Rework


r/starsector • • 23h ago

Video Yes, uhuh, I see, yeah I'm listening...

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244 Upvotes

r/starsector • • 1d ago

Meme Thoughts on Sectors (2026)?

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327 Upvotes

r/starsector • • 2h ago

Mods [0.98] ArmSector- Native MacOS support for Starsector

3 Upvotes

Starsector originally ran on macs(M1 and newer) as in intel app through rosetta which was a translation layer and resulted in below mediocre performance , and now apps that do use rosetta will no longer work in the upcoming MacOS update.

link: https://github.com/winters791/ArmSector/releases/tag/v1.0.0

So i used claude to modify starsector to support arm based Macs Natively using Eclipse Temurin, LWJGL , and OpenAL Soft ,There was also a bug where being fullscreen would lock you out of tab switching, this is now fixed.

I'm running a mac m3 air (16GB) , with my vmparams set to 6144 and here are the improvements you

Measurement Rosetta (before) ArmSector (native)
Memory at the game’s launcher screen ~2.6 GB ~250 MB
Startup to the game’s launcher screen ~9 s ~2 s

A battle with 2000DP worth of points gave about 42.7 avg / 51.9 median / 44.4 1% low.

[AI Disclaimer] almost all of the code was made using opus 5.5, my role being testing, benchmarks and design decisions.


r/starsector • • 20m ago

Discussion 📝 How to find colony items/BP/aicores without exploration?

• Upvotes

Need help, im trying to play a run as a more combat oriented captain. But I have no idea if its possible to get colony items, ai cores and/or blueprints outside of exploration?

Is there a way to buy these things on the market or a mod that allows that?


r/starsector • • 14h ago

Guide Pursuit and autoresolve mechanics

12 Upvotes

First post in here but I've been playing a while, there'll be TL'DR at the bottom if you just want to know what to deploy

I was curious about how pursuit and setting a second in command worked in autoresolve, after watching a frigate from a late game fleet destroy an entire fleet and then starting a new game and watching a junkyard frigate take 10 iterations to do the same.

All the following is a rough estimation since I couldn't find the exact numbers that calculate a ships "strength"

What gets taken into account when pursing in autoresolve?
Base DP
Weapon Loadout Value (Ordanance Points \ DPS Potential \ Fighter Wings)
Defence (Hull, Armor, Shield, Flux)
Quality (D Mods \ S Mods)

This gets added into a 'fighting strength' variable
All the ships you send to autoresolve have their fighting strength added together.
Which in turn gets multiplies by 8 to come to...

Damage dealt to loser
Damage dealt = ( Ship Sent to Fight ) x ( Your Fleet Strength / Their Fleet Strength ) x Autoresolve damage mult
Your Fleet Strength vs their fleet (winner advantage) is capped between 0.1 - 10
Autoresolve damage mult is a constant 0.25 which is in the settings.json if you want to change that, I haven't played with it though.

Their fleet is then randomized and each ship has its "strength" calculated
Then it rolls for
Unscathed, Light\Medium\Heavy Damage, Disabled
Once it knows the ship outcome it then subtracts damage done to the ship form from the total damage done to loser pool.

But and this was disappointing for me to know for sure, there is no way to make 100% sure that ships will die, even the slowest mothballed capital will still have a chance of escaping, even if your fleet is 10x more powerful(The cap) and you deploy all your ships.

So now the important part

How do you max amount of disabled ships

Useless Ways:
1. Have a Fleet that is 10x more powerful
This is usually not an option, or it happens regardless as the game goes on
2. Mods or change autoresolve damage mult in settings.json (Testing Required)

Realistic Ways:
1. Auto Deploy after them with a large amount of 'points'
Keep in mind you want this to be ships with high point totals to get their strength as high as possible
2. Use S Modded Ships, that add the greatest amount of OP \ DPS. Untested but I would imagine an onslaught for max damage or brawler with thumpers or similar would be good for autoresolve calcs

TL;DR

In Conclusion: Have a Big Fleet to get that 10x Buff and Send Out a lot of Ordanance points to maximise on that 10x buff.

Man that turned out to be a lot more useless after I learned for sure how the mechanics worked than otherwise, really nothing about this whole thing changes anything for anyone.

My work here is done

PS. Please dont fire me tri tach


r/starsector • • 18h ago

Discussion 📝 Deep space navigation

14 Upvotes

Been playing this game for a few years but have a couple of simple questions to understand if I am doing this right:

1 - When navigating in deep space, is it worth it steering around nebulas (and storms) or do you head in a straight line to your destination? I tend to just surf the storms and trade the speed bump for the damage to one or 2 ships.

2 - When you get caught in one of those speedy highways (cant remember the correct name) how do you do to cross it? Engine boost? I tend to deactivate the afterburning mode and click a lot on the side, the fleet will do small bumps and I manage to cross without boosting.

Thanks


r/starsector • • 22h ago

Discussion 📝 Can barely keep my head above water

26 Upvotes

I can barely maintain my fleet as it is. I cant see my play time but I am at 209 cycles. I have 29k credits, and a fleet with 197 CR / deployment points. I have 1 capital ship (50) three cruisers, four destroyers, a light carrier and 9 frigates including two brawler gunships.

Every time I head for a 100-150k bounty it takes nearly all my supplies an a ton of fuel. I have a medium and small tanker. I feel like I have no ability to engage with any story because I have to keep doing these bounties or my fleet will run out of supplies and money. It seems to take forever to travel to these missions and hyperspace storms are frustrating and slipstreams are also frustrating. I love the combat, its super fun, but getting to it is a pain in the butt.

Any tips? Should I sell my capital ship and go for lower bounties? how do I maintain my fleets fuel and supplies while building up money? Every credit I earn goes to repairing ships or buying fuel and supplies. The missions at ports are either impossible for my fleet (spy sat), or small potatoes or not worth my time. Im at a loss as to what I am supposed to be doing. I am on easy and yet I feel like I am on a treadmill with no forward progress except a bunch of D mod frigates I recover.

Any guides or guidance would be much appreciated.


r/starsector • • 10h ago

Mods I want to make my own terraforming mod, what processes, structures and quests would you like to see?

2 Upvotes

After I tried DIY Planets and Terraforming and Station Construction, I am thinking about making my own terraforming mod. I am a Salesforce developer and know Java, so it should not be too hard for me.

I also played UAF for the first time, and I think it is the best faction mod I have played. I like the quests, and how you get them through your connections. I would like terraforming to feel like that too.

So I want to ask for your ideas:

  • terraforming processes, how a planet should change step by step
  • structures and industries for it
  • quests to get the technologies and items, and to have some fun on the way

It will work with or without Ashes of the Domain.

Also, a comment on my last post said that DIY Planets does not really change the planet type under the hood. I made a fix for that, and I am testing it now. When it works, I plan to send it to DIY Planets as a PR.


r/starsector • • 1d ago

Meme A barren desert world with water covered surface

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85 Upvotes

Gonna colonize and put Aquaculture on it for fun.


r/starsector • • 22h ago

Vanilla Question/Bug So uhh couple questions...

13 Upvotes
  1. What is the best way to farm rep?
  2. On my recent save I have 4mil right now and don't know what to do? I have couple cruisers and destroyers and feel lost
  3. Where should I generally create my first colony? Or should I stick to commission?
  4. What is the general strategy when going for the slower starts i.e the bounty hunter and the second option? Thank you guys in advance, this game is a lot of fun and has great potential.

r/starsector • • 1d ago

Discussion 📝 Starsector Mod Ship Discussion: Civilian-Grade/Improvised Combat ships (Bultach Coalition)

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21 Upvotes

Faction: None/Independent

Size: Frigate (Sally, Arke), Destroyer (Buail, Concoct, Roimhe), Cruiser (Veneer)

  • How do you outfit them?
  • How balanced you think the ship(s) are compared to vanilla?
  • what are some mod mixes you like to do with them?

Mod Ship Index


r/starsector • • 1d ago

Mods Mod that does battleships?

12 Upvotes

Looking for a mod that does more ww2 style or modern style ships in space but with that Starsector aesthetic.


r/starsector • • 1d ago

Meme try not to blow up during salvage run challenge (physically impossible) (you will lose crew)

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322 Upvotes

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r/starsector • • 2d ago

Mods 3DSector Renders and simulates1200 BP worths of fleet at a stable 40-50 fps.

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657 Upvotes

Yes i know the remnants are overpowered.


r/starsector • • 1d ago

Vanilla Question/Bug How do I make a *good* fleet comp/ship loadout?

19 Upvotes

Ive played Starsector on and off for 4 years now, and I still don’t really get the fundamentals of what makes a good fleet comp, or what i should usually do for ship loadouts. Even in the early game I tend to do fine blowing up pirate and domain tincans with a Hammerhead, and then I hit a wall as soon as I have to start going up against cruisers and capital ships. Here’s some questions I have, and please define the lingo in the answers because i still haven’t learned it super well:

- Is it true there’s basically a “rock paper scissors” law with the low, mid, and high tech ships? Ive heard that it goes like mid counters low counters high counters mid, but is that always true?

- What rule of thumb do I follow when deciding how much flux capacity and venting to put on my ships?

- What exactly makes a good “support ship”? Specifically, I’m figuring put about this role recently because I managed to acquire a 14th battlegroup Falcon and I have no idea how to make it work, I can hardly even get it to blow up 2 Enforcers in battle sims.

- What loudout or specific weapons can enable me to deal the explosive damage I often see in enemy ships while still allowing for good speed and survivability? This ties into my earlier question on flux, because a lot of the time I try to do this sort of thing with an enforcer and either create a wet tissue that can’t break through shields/armor or a sitting duck that gets surrounded by wolves and ripped open, often due to bad flux or low speed.

- What makes a good escort? In a similar vein to my last question, I feel I either field speedy tin cans that blow up or sluggish ships that take forever to catch up to anything to harass.

- What was the first fleet comp you made that really made the system ‘click’?

I’ve always been good with the colony sim and management aspect of games like this but the combat has almost always been lost with me. I still really want to be good at it though, and to start taking in the most difficult challenges in the game.


r/starsector • • 2d ago

S-Post 'Hey Ops chief, why did the Captain insist ALL windows on the flagship get tinted?'

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777 Upvotes

r/starsector • • 1d ago

Discussion 📝 Colony crisis is a fun mechanic, but the difficulty is kinda backwards

74 Upvotes

I finished every crisis, and I had great fun preparing and defending my colonies.

But why is it so hard early and becomes easier with time?
I liked having various raid, inspection, and co fleet randomly harassing my system, and they stop appearing once you solve the crisis.
But why tho? I get the lore reason why they stop, but it’s a bit weird to have a game aspect that gets easier with progression instead of giving new obstacles


r/starsector • • 1d ago

Meme naughty officers get put in the cpu torture ship

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72 Upvotes

r/starsector • • 1d ago

Discussion 📝 When you go through Usurpers, what planet do you let the ARC agent off at?

24 Upvotes

I tend to go for places like Jangala- unfriendly to the Diktat (and therefore safe), populous enough that they can disappear into a crowd, and in Jangala's case specifically known for protest movements of their own (so they can keep doing the good work).