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ADS, adds a number of useful combat/defence commands (better defence options).
Pirate Guild gives the pirates access to a proper response system and boosts the pirates potential in general (they won't get rofl-stomped within the first few hours of a new game).
Yaki Armada adds Yaki carriers (both M1's and TL's) that randomly jump around the universe and wreak Yaki flavoured havok, this isn't as big a threat as one would initially think as most Yaki carriers will either be Ryu's or Pirate Mobile bases.
complex cleaner : build complex with dozens of stations more easily
free jump credits : the player and his ship (any ship) doesn't need e-cells anymore to jump. But he still pay the cost of the e-cells. His other ships (the AI ships : mk3, cag, etc...) still need e-cell in cargo.
Most of all : you and the ship you are in, jump within the 5 km of any station or ship of the sector map you have chosen. You will never use jump gate anymore.
In fact there is no need to be in the ship. It works manually. So you can jump manually a pteranodon, for example, near a xenon station on the other side of the universe, without being inside or in sector, and without e-cells in his cargo.
asteroid fusion : melt together those useless asteroids with only so few percents of ore or silicon for a bigger one with the sum of their percents. Need thousands of E-cells
Detector : to hear if there is a pandora crate, or ownerless ship in the sector
Drone miner : automatic drone mining with a TL and his hundred of small drones
Marauder shipyard : to buy some stations not for sell in vanilla game : Spacefly Farm, Plasma Burst Generator Forge, Incendiary Bomb Launcher Forge, Phased Array Laser Cannon Forge and even a top secret Boarding Pod Factory.
And most of all the crazy boron engineer in need of space weed to boost again and again (need 10 minutes to be ready again) any ship engine for a price (about 300.000cr to give 30 speed to a drake, millions for a tiger...)
Drone carrier : the ships with docks can now build drones again and again (every 30s) when you give the order. Even large drones with 200MJ shields with terrific weapons (point singularity, inciendary bomb...), even fast drones bombers carrying torpedo heavy hammer to be launch if you have them on depot on board.
Imagine a pteranodon with 16 of these drones...
It cost may many money (dozens, hundreds of millions...) to build these drones. But the money is given back if they are not destroyed and go back to the ship.
Advanced Jumpdrive: Increasingly expensive but more useful jumpdrives.
Galaxy Explorer: Map the galaxy, send salvageable ships to a safe station, drop satellite's.
Ship Kill Notifications: For when you go to make that cup of tea and leave the game running...
Station Storage Extension: Dock a ship at station/complex e.g. with 500 microchips in cargo, it will automatically transfer them into the station with 40 microchip cargo max. Or automatically from station to ship. Also means your trade seller ship's will take more out instead of 40 max.
Balance Changing:
Mission Tweak: Alter time (and money) rewards from random missions.
Reduce enemy missiles: For when those pirates shoot missiles worth more than your ship at you.
Capital Ship Energy Cell Regenerator: Self explanatory
Salvage Command Suite: Just download it.
Personal Taste Mods:
The Star Wars Mod: All the classice ships from the fillms, the games, the books, everything. Brings a tear to my eye.
Misc:
Apricot Salvage Mod: Adds hundreds of salvageable craft to the universe. Sort of breaks the game. What I really wanted was debris to go around and bring back to life like in this mod:
Debris Utilize and Repair: Allows you to reconstruct destroyed (debris) ships and stations to full function. Before installing the above mod, seemed to be the same 4 or 5 ships, now might be more and randomly placed, need to experiment more. You pay roughly the price of the ship + resources that increase with ship/station size & value.