I could not find details searching the wiki and web. Good place for the first colony is a planet with low hazard rating that allows to star farming/mining to kickstar your economy. In my playtime I have found 6 Cryosleepers across at least 500+ hours of play. g. You can't choose a specific system, just a general direction, and having shades, mirrors, or astropolis stations will prevent it from working at all. End the game with the headcannon that you and the Alpha get together. Something that may force everyone to work together or trip up an opponent so they fall as a victim. Finally found one, the ship guarding it isn't really that hard to be honest. fs. Damn, these ironshell got hands. The growth is very much worth it. An autonomous mantle bore. Problem is that all 3 of my colonies that are 10. report. It used to be called Starfarer. Skydock in orbit of Dóiteán. Instructions. 95a if you take military bounties from contacts with mid to high approval. It used to be called Starfarer. The confusion probably comes from the Seth video, but the Domain of man only existed in the Milky Way and probably only controlled small part of it. The player arrives in the system with a cryosleeper where they will be attacked by AI fleets. The Academy provides the Galatia Academy mission chain, the main story element of the game in Starsector 0. Right now I got my first cruiser - Mora - and I am thinking about founding my first colony. 4. This is installed just like any regular mod. it's on a system with a Domain Cryosleeper and it's within 9. Derelict Mothership. Unofficial Starsector Discord server fellas for. Re: Move Cryosleeper « Reply #1 on: April 13, 2021, 03:58:49 AM » As-is it useless anyway, it always far from core worlds and with new changes "no atmosphere" planets now more valuable than habitable anyway. Bar event can point you there. 2 terran worlds. These spawn as bounties in vanilla 0. Alliances offer mutual assistance in times of war. ago. ago. Cryosleeper officers may be available to hire as mercenary officers. Go to starsector r/starsector. Elevate your Starsector gameplay with the [0. share. There was a mod that made a bunch of perfect terrain planets spawn in the D system That was pretty nice but i can't find it anymore sadly. typeing in just clear simply clears the console, not my storage. Of course, what's desirable has similarly suffered drastic changes in Starsector as of 0. Bitbucket. json, names of systems with hypershunts should be color coded with blue or purple, I think (I'm. e. 95 is released. The Sleeper is the portion of the mod dedicated to the Vanilla Cryosleeper. it may be possible to use Console Commands in combination with the "RunCode" command to make code that will spawn a cryosanctum on player location. It. Use the search tool (CTRL+F by default) and type in "domain-era cryosleeper" without the quotation marks. by overdramaticpan. 48K subscribers in the starsector community. - Added workaround for Luddic Path faction file to get the LP Enforcer to spawn - Added support for more factions in Custom Battle - Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations * NPC Cathedrals will not respect the effect of D-mods on modules, as a result. 100% hazard. 9a. This mission is available by docking with the Academy at any time after completing "Project Ziggurat". in one save I've got. 6 Changes - Updated to 0. You also don't need to colonize system with hypershunt, it works for 10 l. Put farming, mining, light industry, and commerce. First, make sure you properly modified the file setting the allocated memory for the game. Inda: Tundra world with poor farmland, common organics, and low gravity (125% hazard). SEED: MN-4787083176397971421. I've found a system which has a gate, 3 stable locations (1 already has a Nav Buoy) and seems to cover all the needed. A console script for Starsector. I've read multiple guides and suggestions before asking here about what to look for like Class 4-5, have a shunt or sleeper etc. 95. 95 1a-RC6), No Mods. Single stable location is a sweet bonus. I got a cryosleeper IN my colonized system in my vanilla playthrough. Only up to date for version 0. To call system "worth colonization" is better to keep to much less harsh criteria. As an extra industry on a colony is basically worthless, in a situation where you can build however many colonies you desire; and given the exclusively late game nature of the shunt, would almost certainly never be pursued for anything outside of pure rp purposes. 5 planets and 3 stable locations. 6. 95. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. It's nearly impossible to make more than the tiniest of changes without corrupting something. You could set up temporary tech mining colonies and then abandon them. Its campus is located in orbit of Pontus, a gas giant in the Galatia Star System. This mod overrides procgen system, allowing you to change size of the sector, number of generated constellations, and more importantly - adjust number of themed constellations. Compatibility improvements I intend to make once other mods update for 0. Expand user menu. 96a-RC10). Cryorevival Facility Range config . 51K Members. The only thing Starsector would benefit from releasing on steam would be even bigger modsThe Unofficial Community Discord - the most active Starsector community. 31 - kotlinx-coroutines: v1. Before he became High Hegemon, he had rallied the defenders of his home world of Chicomoztoc against the Tri-Tachyon invasion in Cycle 194. Well, I intended to build a mining station in the field anyways. 49 votes, 11 comments. Stardust Ventures v0. Vanilla (0. Thanks a lot for this tip !If the total weighted exports across all colonies (including yours) is 50, and your weighted exports is 5 (say, you export 4 with 125% accessibility), then you get 10% of the market share. The Cryorevival Facility is a structure. Can't recover the thing that guards the cryosleeper even with the skill. upvotes. 51K subscribers in the starsector community. Spoiler. r/starsector • After a week of Starquest induced burnout, I have returned to give you what will likely be the last two ships I add to this cursed abomination, for now anyway. For a full list of supported commands enter. huge system update + seed. ago. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. ago. The range just has a better worst. This mod has LunaSettings integration, but it is optional. I found a domain era cryosleeper just 11 LYs from my main system colony. Optimal is putting a waystation and military base in the luddic path system as early as possible and selling cheap marines, fuel and supplies to the terrorists for the easiest credits ever. For a total possible maximum of 3 motherships in any given sector. There's still a lot of variation in the benefit of the structure, even if the worst case is -1 food. Just look at the default values listed and times that by 1. Is also fast enough to GTFO in a disengagement battle that I don't need to worry about losing ships. Advertisement Coins. 50. This ship pack provides a wide selection of more than 30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles. Go to starsector r/starsector. Despite the fact that it's pretty close to the edge of the map, I'm almost all the way to having my first colony grow to size five, and I've only been running it for. Well, the cryosleeper is only (somewhat) useful to help grow faster a nearby colony. The fleet can destroy a cryosleeper guardian easily and can avoid pretty much anything. Beyond the sector, then pray to the rng gods that they give you a cryosleeper to stick inside your colony. Red, Orange and Yellow stars have respectively two, three and four times more chance of having habitable planets than others systems. The only thing Starsector would benefit from releasing on steam would be even bigger modsThe first system is a binary one with a big yellow and a small orange star (and a cryosleeper). 96a: - Support for Unknown Skies planet type change projects. Hazard pay, free port, low hazard rating, near the core, find a cryosleeper and make colonies near there. Don't know of any mod that lets you build one, but boogled's terraforming and station construction has a cloning industry that produces organs and boosts growth but costs a lot of domain. I'll Inspect your organs • 4 yr. r/starsector. With an alias, spawnstableloc will work as shorthand for the full command. A combat droid replicator. Every sector will always have two cryosleepers, regardless of if you use the small size or normal size. Bonus points if all resources are on planets with less than 150 hazard. The Octaslaught has now been modularised, but as requested I have gone ahead and kept the old one in, renaming it the Spinslaught. Cryosleeper can be a gate keeper for size 5-6 colony growth, so without securing one you cant have colony size above 4. What you should actually do is not start a colony until you find a cryosleeper. -1 Rare Ore. It's important to note that these two will override the below colors. r/starsector • After a week of Starquest induced burnout, I have returned to give you what will likely be the last two ships I add to this cursed abomination, for now anyway. Starsector > Mods > Modding > [0. Open the save in notepad++, search for the planet name. 750. It would make it more enticing, instead of ultimately unnecessary. It used to be called Starfarer. +0 Organics. Historically they stopped being useful when technological progress replaced the need for mass unskilled labour. I found a cryosleeper called tarantulus in an outer system which I had to fight against a huge ship that basically looked like the dominator but 2. Both are fairly rare, so it's usually enough to find hypershunts fairly quickly. Make sure the gas giant actually has no atmosphere- my current game I tried to set up fuel on a gas giant and apparently the synchrotron core can't be installed because it doesn't have the 'no atmosphere' modifier. Instead, use the Console Commands mod to edit your save (this mod can be safely added to/removed from an active save). xml - open this folder with notepad. So we chose the best course of action; don't get close . If you want to use this mod with LunaLib, make sure it. ago. I found 2 Hypershunt taps and a cryosleeper station, but forgot where. runcode com. Blueprints List (Starsector 0. Y. pro player they're usually found way outside in the void to kickstart any colony and usually the close-by planets are pretty and paying extra to increase rate vs trying to find one by exploring through the entire sector and bringing a whole war fleet to defeat the boss to get the same effect and maybe getting some. Imagine moving cryosleeper to system of your choice to help with colony growth. The only system with a cryosleeper was a nebula without a. Colonies established in a system with a Cryosleeper can build a structure called a 'Cryorevival Facility' (after defeating its defenses). Banshee's Lost Thread gives you an AI called Nightingale and she adds some extra lines to the Ziggurat aftermath. 5. Join a faction to gain useful support and represent them in war and peace, or start your own. Add a Comment. Add a Comment. Have fun, install whatever you want. Fantastic Chimni. Default is 15. log-file in your starsector folder, it should have some more details. ai. As far as Nex, meh, does make colony play bit more fun (and a lot. I wouldn't mind a cryosleeper allowing colonies to grow to size 7, instead or in addition to the current bonus of faster colony growth. Greetings! I'm rather new to Starsector and I'd like to ask for some feedback about a possible colony location. The Cryosanctum is specific for Nomius, the cryosleeper does not allow for the use of the Cryosanctum, it allows for the use of the Cryorevival Facility. only thing that suck about duzahk now is low change of being in range of a hypershunt/cryosleeper. They have good cargo space, tiny sensor profiles and cargo holds that are harder for patrols to scan. Destroy all hostile AI fleets and battlestation (they don't follow the directive). Even though the bonuses are not as great, it. [AS-443907836215070345] Did I hit the jackpot? Vanilla, 0 mods, 0. Or it could be anyone else. One of the primary mods I'd like to make is a small one that caps population growth at the 8th level when a cryosleeper structure is present on the planet - I feel like this makes sense since canonically the reason for pop caps being set so low if how fast you could realistically expect a population of humans to grow - buy with cryogenics it. Go to starsector r/starsector. code not provided in this post. hide. First time I experienced the glory of a reckless pilot was when I stuck a level seven cryosleeper into an overridden eradicator with as many boosts as possible, thinking they'd just get blown up only to watch. Now all I have to do is figure out why I can't get them to spawn in fleets, so once that's sorted I'll finally release it. Cryosleepers and colonies. 12. It can be found at its forum page . What are the cons of colonising a neutron star system? To be clear, the primary star is a yellow, the secondary one is a neutron star. white" probably sets up the overall light tone of the Ringband of my asteroid belt. Taking a look at the save file, the blueprint seems to be listed as "extra special salvage" in the cryosleeper in the system that I have already. 96 votes, 14 comments. The best system to colonize is Durer's star, which is 10ly from the core, 6. With this mod, any Gate can provide endless exploration. It reworks the basegame mechanics to make the cryosleeper require much more effort, but adds versatility and greater reward. My nebula also contains. But it's weird a Radiant is guarding it in the first place. In this part, let’s dive into a few details about specific skills, and some other points note. • 2 yr. I have about half a milion credits in bank, around 1K machinery stored in abandoned station and crew isnt problem either with 2K capacity in my. We'll have. xml" using Notepad++. For now you can adjust it yourself by going to data->config->sounds. . . 3 synchrotron cores. • 4 mo. 3 The Javadoc's index is now one single page Added org. I have battle it nearly 10 times and i seems to cant get to salvaged the battleship. json and setting element "devMode":true It can also be toggled in-game by using the Console Commands mod with its devmode command. save. Profit. Planets are: 100% tundra with +1 organics (although -1 farming and mining) 150%. cryosleeper. It was hard not to miss the energy signature, and ominous red glow of something in the Cryosleeper's shadow, when we got close. There is an AI called Barrow which you can recover, call Courser and he will restore Barrow for you. - Added workaround for Luddic Path faction file to get the LP Enforcer to spawn - Added support for more factions in Custom Battle - Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations * NPC Cathedrals will not respect the effect of D-mods on modules, as a result. Download Adjusted Sector 0. Essentially, I want to do that, but with Starsector's paced, first-hand exploration, which would enhance the experience quite considerably. Of course. Starsector 0. Is there anyway to up the range of cryosleepers through configs just like hypershunts? comments sorted by Best Top New Controversial Q&A Add a Comment. Re: Suggested fleet to kill cryosleeper ship guardian (semi-noob) « Reply #3 on: April 12, 2022, 02:17:23 PM » According to my own experience a decent fleet of well-armed military-grade destroyers, around 6, can kill the guardian without significant difficulty under command of a team of decently trained officers, level 3 at least. r/starsector. You can recover all the AI Remnant ships (even the ones arguably stronger), tho. The Pristine Nanoforge is a special item. The green named system is the cryosleeper and the pink name is the hypershunt Reply reply DestinyHunter626 • Thanks. so its probably in the core game files in the java files somewhere. If you want something else, "south" of this system there are two orange stars near eachother with quite a bit of good planets in them (no cryosleeper though). This class of megastructure once powered the unfathomable industrial might of the Domain, putting the human civilisation well toward Kardashev type II status. This considerably bolsters your system defense VS expeditions. Pathers hold some Terran planets. 51K subscribers in the starsector community. Greatly increases population growth. Has a 100% hazard Terran Eccentric world with Rich farmland, common ore, and common organics about 29ly from the core, but between free port, a fullerene spool, a megaport, and waystation, the colony has about 150% accessibility. Huh, that's the first complaint I've heard about the takedown sound, I'll make slightly quieter I guess. REALLY value the first Alpha AI you get a hold of, make sure they are made admin of main colony. This is a vanilla seed btw. Pick a commission with the faction that lays claim on those planets. There's a system with a cryosleeper that's much closer - only 5 light years from the core, but the issue is that its habitable planet (which has 125% hazard) has a transplutonic deposit, which precludes the use of soil nanites. Advertisement Coins. " -. started colonies in a cryosleeper system, closing the port after initial growth. Got a (unique?) mission from a scientist in a bar involving looting a weapon cache (or another cache type, not 100% sure) and bring back the alpha core it contains in a dedicated secure container. Quote from: 404 on September 23, 2022, 08:18:44 AM. Basically title. Factions will wage war against each other and try to conquer their enemies. Keeping an eye out on survey missions can work too, they'll get you toward them. Quote from: Elijah on April 20, 2017, 03:42:10 AM. Loka: Barren world with sparse rare ore, abundant ore, no atmosphere, and extreme heat (200% hazard). Put it in the mods folder and make sure it's tagged in Starsector's launcher. . 95a (Released) Patch Notes Fractal Softworks Forum. 857 votes, 31 comments. there is also a godly system right below the core worlds so make sure to check it out. My marines dragging the 500 year old Domain officer out of his cryosleeper to man the nearest available ship (He's about to learn what a Radiant is). Posted by 7 days ago. The therapist removed my F5 key. png" core file and the "Color. Bigger planet population = more. share. Console Commands is v2021. Big ones are megaport (+20% accessability) high command (+25% fleet size) star fortress (+RAWR) and if it is a cryosleeper system, the administrator of a cryorevival facility, which will double its population growth bonus scaling. 4ly from Samarra. It used to be called Starfarer. So we deviated to a domain probe, scavenged the supplies and fuel from it (and the defending drones), and moved on. 1a] Seeker – Unidentified Contact 0. and a crashed cryosleeper in an asteroid field between the gate and the planets, or, say, a hypershunt in a system with a couple of toxic worlds, or even something as simple as a frozen world very far. Not as good as say, Duzahk (core worlds get a +45%. -Follow the hyperspace contacts northeast of the core. You are correct and wrong at the same time. both cryosleepers. comments sorted by Best Top New Controversial Q&A Add a Comment. 9. 14. By installing an alpha core and/or improving the building with story points you can even double/triple the growth. -Reduced spawn frequency for the. Wendigo constellation. -The Silo(P) has been sigificantly reworked, it should now be a bit more balanced and significantly less ugly. addRingBand (star, "misc", "rings_ice0", 256f, 2, Color. Long story short I play a bunch, but get very discouraged every time I sink 5/6 hours into a world and get shitty Cryosleeper spawns, as my current goal is to colonize a Cryosleeper sector. You can do that without mods by going to the settings file (Fractal SoftworksStarsectorstarsector-coredataconfigsettings. Advertisement Coins. Hopefully something that does not spawn a Pather cell that cannot be removed. It has since expanded in scope and concept to including new colony content and other features, still a wip but it has some neat stuff. 0 coins. The cryo planet has abundant volatiles, abundant ore deposits, and ultrarich rare ore deposits. It's a hardish fight, I suggest bringing a geared up afflictor and having a story point to spare. Look at the following line of code: system. 7. 2D RPG/Trade/Fleet Combat Game. Also it's 8. A Hegemony Exploration Detachment stumble upon a Domain Era Cryosleeper vessel. The distance matters when counting Acces bonus and physically moving from colony to or from core worlds. Re: [0. 5ly from a hypershunt and 5ly from a cryosleeper, as cryosleepers in this version give their benefits (albeit at reduced effectiveness) to systems within 10 light years. themes. There is a mod call "additional console commands" which let you spawn cryosleepers and coronal shunts. Colonize, get a super early jump start on colonies, get population bonus from friendly planets in-system, get free defenses from pirates. But my above listed method still does work. Your second system is best -- several habitable worlds, barren world for Industry, etc. I've now completed the full Galatia Academy questline, killed the hypershunt guardians, killed a cryosleeper guardian, killed a pristine [REDACTED] nexus, and then started a new playthrough. Then I found this cryosleeper in a system with good farmland and some volatiles. 171 Online. Two terran planets and cryo planet orbit a single gas giant, and all solid planets are resource rich. -based Sony Pictures Entertainment and Japan’s Aniplex, a subsidiary of Sony Music Entertainment (Japan) Inc. I'm personally a huge fan of systems that require less babysitting or is easy to babysit. hypershunt. X16aBmfX4Pr7PAKqyBIU • 1 yr. By the time you can use the Hypershunt (And if you even get lucky enough to find the damn item required to use it) you'll already have multiple colonies at a large size (Volatiles required is huge) and that extra industry aint gonna make you much more money, whereas a Cryosleeper. The cool thing about obtaining a cryosleeper as a quest chain reward from a faction is that it offers an extra goody for building up. 86 comments. Granted, "modding" that into your game is pretty easy - just add "auto_rec" to Guardian's tags in ship_data. 1/3 is maybe unlucky, but the other world also was a desert world with -1 farming, so it seems like it's pretty likely to spawn on desert worlds. 60 votes, 29 comments. 0. Closest i got was 15 l. (+1 to farm production), plentiful organics and no rare ore so I can plant soil nanites. Now all I have to do is figure out why I can't get them to spawn in fleets, so once that's sorted I'll finally release it. A small sector seems to get the same number of Legion 14's, same amount of planets, same cryosleeper and mothership count, etc. ago. The only thing Starsector would benefit from releasing on steam would be even bigger modsIt's not even that. Yes, it is possible, using the same manual-track-down-cryosleeper method. The goal of MagicLib is to create a community-built library of useful (and well documented) scripts and plugins that can be leveraged and contributed to by every modder. If you still have problems, you can try enabling dev mode in settings. Something close to the core worlds of the Sector, something that can provide all the basic materials, and planets that allow for special Domain devices to be isntalled (like no atmosphere, gas giants and etc). . It's hilarious! 1 / 4. Go to starsector r/starsector. It's an instant "colonize this system regardless of what the resources are, DOO EET DOO EET NAAAAOOOO" if you can defeat the cryosleeper guardian and hold the system until the defenses are up. pather cell, lack of a comm relay, or negative rep with the Church. around it. This is my first continental planet find in 3 modded playthroughs, but I've also never colonized this far from the core either :/. I'm playing a vanilla game of starsector and I paid a pirate for the location of an Apogee blueprint. CitizenID2475462 • 2 yr. 96a] LOST_SECTOR - Exploration and quest content. The money got too ridiculous too quick to where there was 0 challenge. That maximum -30% accessibility penalty is still 30%. 2D RPG/Trade/Fleet Combat Game. Open menu Open navigation Go to Reddit Home. The Discord is also where most of the game's currently active modding community hangs out. Posted by 4 days ago. After defeating them, the player checks the readiness of the cryosleeper through a dialog box - after repairing the reactor, it remains to fill the fuel tanks and repair the propulsion system. I've already found it but now I decided to make use of it, there is a small catch i don't know where it was, I've been clicking around the sector for half an hour now, is there a way to search for it easier ? If you interacted with it it should make a cryoslerper tab, failing that check salvageable or exploration. four or five size 10 colonies (good system Cryosleeper ) each. With 2000 supplies, 500 heavy machinery, and 2000? units of fuel you can force the cryosleeper back up into orbit and into your fleet. Starsector > General Discussion > 0. This (along with many other settings) can be changed by running the Settings command. Size (You can see the size at the top of the colony screen) is affected by the presence/lack of heavy industry in your colonies (None provides a 25% malus, as well as limiting your ships to civilian models regardless of what blueprints you have), colony. Roider fringe bases no longer spawn in unpopulated core systems - Removed Sheriff-class frigate from Roider Union's import hulls Bug Fixes - Fixed crash when Rockpiper Shipworks. 5. Also the range at which you benefit from them. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. Then most of the rarest ships will only spawn as rare or unique bounties I will be able to control the frequency of. It spawns a gas giant with three moons at the player fleet's current location, all are blank slates and can be modded further with the "addcondition" command. Starsector is such a good game i have trouble enjoying other games. Resource amount dont really matter in the long run, but look for more resource varieties on the same planet (ore, rare ore, violatiles and organics is the best combo. Take a good look at uninhabited planets in the core worlds and pick a few that are good enough. And now, the moment you've all been waiting for. But if you get the console command mod then overlord’s additional console commands mod, you can spawn in cryosleepers. Reply. Sizes above 6-7 are really hard to reach without a cryosleeper but when you cap out at size 6 the need is quite limited and the colony's growth phase relatively short. If this bothers you, try the console command mod. The ore mined should cover the maintenance cost, so I intended to just build the station and the sling and forget about it (unless I use it for something else a little more important)Alternative: 4th yellow skill on admiral, bunch of d-mods on a radiant (possible 2 radiants composition with okish cr). ReplyRe: first colony (optimal) « Reply #2 on: July 25, 2022, 07:37:43 AM ». View community ranking In the Top 5% of largest communities on Reddit [modded] 10ly for cryosleeper, but sort of neat Diable Terminus, should I try and build colony near?. 05. Moasseman • 1 yr. 0 Released. 5GB of RAM, but becomes exponentially hungry for more as soon as you add mods with new markets. Actually 3 colonies. lazylib. It should be a much more unique and significantly more threatening ship. What I found good against them was using fast flagship (anything small works, so frigate or destroyer), so that you meet smallest ships and blast them with burst beams (phase lances, etc) while moving backwards. For logistics reasoning: I'm running Nexerelin, TASC, and Ashes of the Domain, and got an extraordinarily lucky star cluster spawn right next to the Core Worlds that's filled with habitable worlds that I have been steadily taking over and terraforming. Meme. json) and changing the value of maxColonySize. There's an example command to spawn planets here, and campaign entities here. Join. The Ludds are not stopping you from opening the gates and are encouraging it. TL;DR: The new upgrades seem to push players unavoidably into even MORE Alpha-Core-Admin spam than the last version. The terran planet it's orbiting is 75% hazard rating, the gas giant is 175%. com)Licensed under Creative Commons: By Attribution 3. 1a RC6, 1 terran world, cryosleeper in system, gate, 9ly south of Corvus, 18 PLANETSThe cryosleeper is more than just good. The Rift Generator basically allows you to teleport the planet to a different system. 282 upvotes · 45 comments. 4. You are waken up, saved and escorted back to Citadel Arcadia. Welp a doom cruiser was enough to win but now i gotta figure out. And all the other mods that add new weapons, ships, industry buildings, charachters, end game loot. Do note, however, that it will not fully activate it (e. 6 ly away from a hypershunt at Gamma Wendigo. Though I'm having some issues, nothing crashing or anything, but i can't seem to get two commands to work. 2D RPG/Trade/Fleet Combat Game. (Also, 5 ly away, the Alpha Kasdalur. I can makes them spawn at the perfect rate for my setup and it will be entirely out of whack with someone else's mod list, Adjusted Sector size and customized settings. I have a pretty decent system together now and I happened to find a domain era cryosleeper right in the middle of my mebula which is nice. 2K votes, 25 comments.