Starsector! One of the best games ever made. And, even better with mods. Starsector has a very impressive modding community
that has been modding and enhancing the Starsector experience for many years. Whether you are a new player
trying out modding for the first time, or a veteran player looking for something new,
there's a ton of things to check out in this video. So strap yourself in, and
consider subscribing to the channel. I'm IroncladLion, and these, are my top 50
Starsector mods. *EXTREME MODDING VIGOROUSLY* *MODDING INTENSIFIES* And here they are! Feel free to pause the video, and crack open
some new tabs as we go. All links to each mod page are posted in the
description, except for a few, we'll talk about those later. To keep this video a reasonable length, I'll
be taking a minute or less on each mod. These mods are also not in any specific order,
so, I'm not ranking them in any way. I love them all equally. And just like parenting, some get more "equal
love" than others. We'll section them out by type of mod based
on the mod index categorization. If you plan on modding Starsector, you should
acquaint yourself with the mod index. Seriously, you'll be spending a lot of time
on this page. Now I hope you like books, because we're starting
with the libraries. We have lazy lib, magic lib, and graphics
lib. These are the big three that you will need
to make pretty much every other starsector mod work properly. Lazy and Magic you will not notice while playing
the game, as those are for the sweaty nerds we call modders. Regardless, you will need them. Graphics lib on the other hand is very much
required and noticable while playing. It adds things like the shield ripple effects,
glowing weapon effects on ship hulls, and a bunch of other minor details. The biggest and most noticable effect while
playing is that instead of the vanilla flashbang when a ship gets destroyed, you'll get
a really awesome looking explosion with a visual distortion effect. After ships are destroyed, they will continue
to smoulder. A lot of people asked me how I got all the
cool visual effects from my previous videos, and 90% chance, it's from graphicslib. A fun fact for potato gang. Graphics lib, to everyone's surprise, utilizes
your graphics card. So, if you hollowed out a beaver to play Starsector,
you might be in trouble. Luckily, there is a workaround. You can tweek or disable these effects entirely
in the graphic options of the mod. This allows you to use the mod and fulfill
the requirements of other mods, without the GPU strain. Now that we have our libraries, let's get
to the fun stuff. MEGAMODS! From this list, 2 make the top 50. Nexerelin and Industrial Evolution. Nexerelin gives Starsector 4X mechanics. If you don't know what 4X stands for, it's
really quite simple... You can officially represent a faction, form
alliances, go to war, and conquer the sector. Nexerlin adds a ton of great features and
has been around since 2015. It's so
integrated into the Starsector modding experience, that it's actually required for some mods. It's kind of a big deal. Industrial Evolution is another massive expansion
to Starsector, and adds many great features, mostly focused around exploration and colonies. It adds over 20 new
buildings for your colonies, special functionality to some core sector worlds, an amazing amount
of new exploration content, and fleet detachments. It also recently
added defensive stations which are a BLAST to fight in combat and dodge on the campaign
layer. All around, a really enjoyable mod that makes
exploration and colonies, more exciting. And it's always exciting seeing new faces
in the sector, which is exactly what portrait packs are there for. Now these range from immersion friendly to... Basement enthusiast. Here are the two I recommend and have been
using for years. Another portrait pack adds a great variety
of portraits that are all of excellent quality. Not the most immersive, but with the amount
of mods we have installed, they'll fit right in. And speaking of fitting in, the Interesting
Portraits Pack has 375 portraits that actually do a great job adhering to the vanilla factions. Portraits are color coded and
are exclusive to each faction, which helps maintain faction identity, even while playing
with many mods. Highly recommend. Adding over 100 hand-made portraits, I'd also
recommend the UAF portrait pack... Heh, Gotem. Flag packs, really only if you want more flags
to choose from for your custom faction. I use the Deluxe Player Flags Pack, which
adds 24 flags. They are not too
complicated, and not too basic. Right in that sweet spot. Miscellaneous mods, or any mod that adds something
not easily categorized. Better Colonies. Adds several quality of life features and
let's the AI upgrade their industries with story points over time. Your donut steel player colonies aren't
as overpowered as they once were. Commissioned Crews. This grants unique ship bonuses based on the
faction you are commissioned with. If you get decommissioned, you lose that bonus. This mod is simply
amazing, adding tons of flavor to each faction. It's integreated with Nexerelin, as well as
more faction mods than I'd bother counting. Illustrated Entitites. One of the most recent mod releases to make
it onto my top 50 list. Using the power of AI, an act usually considered
heresy in the sector, this mod adds over 500 illustrations to planets and
colonies. The mod will match illustrations to each planet
depending on planet type, conditions, size, population, faction, and
a few other factors. It's immersive, terrifying, and I love it. It also lets you change the picture and description
of any planets you own, which honestly, I'm surprised hasn't been done until now. It's a fantastic mod, and certainly
one to pay attention to. Locked and Loaded. Essentially a community driven bounty mod
that requires MagicLib. There's a bunch a custom made bounties from
many contributing individuals. If you
enjoy bounty hunting in Starsector, it's a great mod to have. Special Hullmod Upgrades. Another recent mod release, this mod lets
you install colony improvement items into your ships. Great for those who prefer the nomadic lifestyle
instead of colony building. The items provide pretty huge bonuses to your
ships, but you will also lose the installed item if the ship is knocked out in combat. This
mod is still very much in development, but the idea is very clever and I do enjoy having
more options. Substance Abuse. This mod adds beverages to the game which
can be consumed by your crew to provide various bonuses, with drawbacks. Each vanilla faction gets their own
beverage, and the receipe for said beverage can be stolen. You can then build your own brewery that looks
like a decommissioned naval mine, and produce an entire sectors
worth of alcohol. It's simple, and yet, as a borderline alcoholic,
it's one of my favorite mods. TMI? The Too Much Information mod is great for
modders and stat junkies alike. The mod will let you display all the crucial
ships stats you'd like to see in the refit screen. No longer, will your ship stats be unknown. And speaking of known unknowns,
*The absence of evidence is not the evidence of absence*
the Unknown Skies mod greatly increases the variety of systems and planets you'll find
while exploring. There are also a few rare planetary
conditions added to spice up potentional colonies. For those who enjoy exploration, I consider
this mod essential. Utility Mods, or any mod that makes playing
Starsector more enjoyable, and more or less painful. Audio Plus adds a whole bunch of music from
from various mods and sources and adds them into the base game. These tracks are hand picked to integrat well
with the vanilla music. This mod has been around since 2016 and I've
been playing with it so long I don't even know what's vanilla. Autosave, an incredibly important feature
in most modern games that Starsector does not have. No longer will you smash your keyboard after
losing three hours of a Starsector campaign. Now since some people are playing on potatos,
the actual autosaving is disabled by default, as with many mods, saving can take quite some
time. So, instead, this mod will simply remind you
to save if it has been over 15 minutes since your last. I personally just use the reminders, but the
mod is configurable if you would like a true autosave. Better Deserved S-Mods. This mod grants bonuses to lower OP cost hullmods
that are built in, as well as some small penalties to expensive hullmods like heavy armor. This, is a fantastic mod, and I installed
it as soon as I heard about it. It greatly increases the variety of ship builds
by offering really cool S-mod bonuses to hullmods you otherwise wouldn't use. This mod is so well designed and improves
gameplay so much, that it is officially being integrated into Starsector, in the next
major patch. This is the highest honor a utility mod can
receive, and I absolutely recommend this mod to everyone. Console Commands. A great mod for modders, and mod playtesters. The commands let you tweak or summon just
about anything. When making my mod reviews for example,
I've had to restart my save file several times as the mod gets updated. Console Commands helped me get my new save
moving much quicker, so I can get to playtesting in a fraction of the time. Clear Commands adds some additional commands
that can clear fleet bloat, which can slow down your save file. If you are running plenty of mods, you can
use [csmartClear] to remove any unnessecary fleets from the
sector, which can greatly boost your fps. These removed fleets can still respawn over
time, but this mod can help if the sector starts getting nutty. In the early days of Favonius, I used this
command a lot. Content Unlocking Missions. This mod is really clever, and might take
some explaining. Basically, the main menu missions actually
have an impact on the campaign layer. You might find a derelict that says you should
go complete a certain mission before exploring further. So, you go to the main menu, and do that mission. You don't need
to do well, just successfully complete it. When you load back into your campaign, you'll
find some special goodies. This, is amazing. Not only does it make me actually
care about the main menu missions, but instead of just reading the lore of how that derelict
got there, I get to play that mission, and put that derelict there myself. Timid has experimented with this in his own
faction mod, and this mod, applies the idea to the 13 vanilla main menu missions. Dynamic Tariffs. A very simple mod that adjusts the market
trade tariff depending on your relations with that faction. The 30% tariff still applies to negative relations,
but gaining favor with a faction will lower your tariff to a more reasonable amount. Dynamic Tariffs is mod friendly, and only
applies to the vanilla factions. Modded
factions are still free to set their own tariffs. HexShields! A fun graphical mod that changes the simple
vanilla shields into COOL shields with HEXAGONS! In the settings you can tweak the mod to have
filled or empty hexs depending on which style you like more. It has almost no performance impact, and I've
been using it since it came out. Just a heads up, it does require the CMUtils
mod, or "Combat Misc Utilities". I don't really count CMU as part of the top
50 since it's just required to make HexShields work, but go ahead an download that as well
if you want the delicious hexes. New Beginnings. The less painful way to die for Ironmode players. If your fleet gets completely wiped, you'll
spawn with a fleet roughly half the size of what you lost,
with various ships from the faction you are affiliated with. These ships will then be outfitted with weapons
and hullmods you've unlocked. It's a nice mod that makes
rolling with the punches significantly more interesting, and less depressing. Highly recommended for Ironmode players, or
anyone who can stand a full fleet wipe without hitting Alt-F4. SpeedUp. Extremely simple mod that lets you speed up
time in combat. Great for if you want to get into combat quickly
or autoresolve an easy battle in a fraction of the
time. If you are a Starsector player with limited
time to play, it's a great mod to have. Maybe one day we'll get a true autoresolve. Trailer Moments. An eyecandy mod that makes some vanilla projectiles
look pretty. This mod does put some light strain on your
graphics card, but if you have a decent system, it shouldn't be a problem. Upgraded Rotary Weapons. Another eyecandy mod focusing on the animations
of vanilla rotary weapons. This mods makes it so vanilla rotary weapons
spin-up and spin-down, with an overall faster spin rate
while firing. They also rotate faster when using Accelerated
Ammo Feeder. Overall a nice enhacement to *brrrrt* weaponry. And speaking of enhacement, let's talk about
Content EXPANSIONS. These mods focus on expanding the gameplay
options already established within vanilla Starsector. Luddic Enhancement Mod. This mod adds some appropriatly colored ships
to the church and path. But that's not why it's making the top 50. In fact, just ignore everything
else, we got IEDs! *I LOVE A CROWD* If you don't mind parting with some the crew
required, these ships can be absolute game changers if used effectively. Granting the Luddic path IED ships is something
that not only makes perfect sense, it's also, FUN. And no mod prioritizes fun like PAGSM, or
Philip Andrada Gas Station Manager. Technically this is classified under "Content
Expansions" on the mod index, but it also could be called a faction mod. An absolutely massive overhaul of the Sindrian
Diktat, the Sindrian Fuel Company adds a ton of new ships, characters, and life to the
Askonia system. If you'd like to
know more, check out my review video on the mod, there's a lot more than you might expect... If you like sushis and sashimis, check out
Seafood Shipworks. This is a ship pack that has some very finely
crafted ships that fit in perfectly next to the vanilla style. A selection of high tech, midline, and low
tech ships. If you are a player who likes to adhere to
vanilla style, this is an excellent expansion. Seeker - Unidentified Contact. This is a ship & weapon expansion pack that
has some very exotic designs. This mod comes with several cool missions
to do and fun ways in which you can acquire these ships. They don't fit into a typical fleet doctrine,
and that's part of the fun. Experimenting and getting these ships to work
within your fleet, is what I think makes this mod very enjoyable. For those who like to collect odd and unique
ships, this mod is for you. Ship/Weapon Pack. With a generic name like that, you know it
has to be good. This mod has been around for a long time,
and I've been using it since its release. Some of the ships and weapons I just assume
are vanilla now. All the content in this mod has been refined,
balanced, and tested to work in perfect harmony with the vanilla game. For players who are just starting to mod Starsector,
I'd recommend this to be the first mod they try. It was in the first 5 mods I ever downloaded,
and it has never dissapointed me. There's also the International Bount Board
which adds a ton of fun bounty missions with powerful, unique ships to collect. There's a
lot of cross-mod bounties that I encourage you to check out as well. Arma Armatura. I have no idea if I'm saying that correctly. I've gotten a lot of requests to cover this
mod, and for good reason. This mod adds a number of gameplay
features all centered around fighters. The biggest feature, being pilotable fighters
and strikecraft! For those who just want to fly a tiny fighter
wing in a huge Starsector battle. The WINGCOM hullmod allows you to create an
elite fighter wing, in which each fighter pilot functions as a mini-officer. With enough combat experience,
you may even promote a wing member into ship officer. You can customize their portrait, and callsign. Wing members will even chatter to each other
mid combat. Oh, and mechs. These are quite rare to find, but, amazing
to watch, and fly, in combat. For all the mech enthusiasts, be it Battletech,
Gundam, Front Mission, Armored Core, Chrome Hounds, or Titanfall,
this mod has mechs of all shapes and sizes. Starship Legends. A mod where reputation, is everything. With this mod, every ship in your fleet will
build some kind of reputation overtime. Conquer the perils of the
sector, and your ships, can become LEGENDARY. If there is a rumor your ship is deadly, it
becomes, deadly. If your ship is cursed, may ludd have
mercy. Your crew will also have varrying levels of
loyalty to their captain. If their captain is good, the crew moral is
raised, increasing the ship stats. If the
captain disables the ship in combat, the crew will blame the captain, and the ship stats
will tank. To the point where it might be better to move
the captain to a different ship. Enemy fleets will also have various reputations,
instead of being applied to invididual ships, this reputation applies to every ship in the
opposing fleet. These modifiers
can have a significant impact on combat, so pay attention. The mod adds a few more interesting interactions
based on your and other fleets reputations, and is overall a
really cool mod that adds a lot of personality to the sector. Tahlan Shipworks. A mod that adds a bundle of fun... And PAIN. The ships, weapons, and custom bounties that
tahlan adds are of excellent quality. Tahlan also adds
arguably the most hated faction to the game, the Legio Infernalis. The Legio are a "Pirate" faction that is by
lore explanation "incredibly well funded". If you ask me,
that's not pirate, that's a mercenary company. This is a an overpowered faction meant to
cause problems in the sector, and that, it does very effectively. If you are like me and find the Legio annoying
to deal with, you can disable the Legio in the options of
the mod, and enable other, 'experimental', features for the optimal experience. Torchships and Deadly Armaments. A great expansion pack that is focused on
providing more vanilla themed options. Of everything in this mod, the Pest-class
frigate is probably my favorite. If you find the special pirate varient with
a giant flamethrower on the front, call me, I WANT IT. Saving the juiciest mods for last, it's time,
for the faction mods. *FACTION MONTAGE* Starsector faction mods are massive mod projects
that add entirely new factions, ships, weapons, characters, and mechanics to the game. We'll start with the faction that needs no
introduction. Diable Avionics. One of the very first mods for Starsector,
dating all the way back to 2015. Hah, just kidding, 2014. This mod may be old, but unlike other faction
mods that have tragically been lost with time, Diable Avionics has aged like a fine wine. Created during the "dark ages" of Starsector
modding, Diable Avionics does not have contacts or characters, and instead
focused it's development time on weapons, ships, and overall aesthetics. The years of refinement have led to such creations
as these highly detailed transforming ships. In fact, Diable Avioncs even has skin packs
for those who wish to personalize their Diable Fleet. A legendary Starsector
faction, Diable Avionics absolutely belongs in the Top 50. Interstellar Imperium. Essentially a branch of a much larger imperial
faction that was cut off after the collapse. A really solid, well made faction with Imperial
Package hullmods that drastically change a ships role,
and even appearance. There's some very neat lore to discover as
well as fearsome superweapons. If you are looking for an enjoyable, straightforward
empire experience, the Interstellar Imperium might be the faction for you. Iron Shell. Technically, this is classified as a "content
expansion" mod in the Starsector mod index. While the mod focuses on expanding the lore
surrounding the Hegemony XIVth battlegroup, it ultimately
adds a new faction to play as and fight against. A militarized commerce division of the Hegemony,
this faction is dedicated to collecting taxes, and punishing those who
don't pay them. On that note, Iron Shell adds a tax simulation
based on your actions within the sector. Why someone would
do this, I don't know, but it's very impressive. I have to restrain myself from talking too
much about Iron Shell because, there are "BIG THINGS" coming for the mod. What I can say, is that this faction has some
of the best looking ships I've seen in any starsector mod, and is genuinely one of best
experiences I've had while playing the game. I'll save further analysis, for a later date. Mayasuran Navy. A pretty neat mod faction that's actually
somewhat canon to Starsector lore. They used to be a mighty terraforming faction
that rivaled the Hegemony, until they
simultaneously got hit by the Luddic Path and Hegemony. Between the massive terrorist attack against
their station and the loss of the Mayasuran flagship, the faction
was swiftly destroyed. This mod revives them, a bit. All the same lore events happened and their
once paradise world of Mairaath still had a massive colony station crash
into it, making the dinosaurs look like they had it easy. So you can play as one of the few Mayasurans
that survived and try to rebuild the lost empire. As for why I
enjoy this mod... THE SHIPS! And the Mairaath desert beats.. Overall, it's a great faction mod that sticks
closely to the core Starsector lore. ScalarTech Solutions. A small, high tech faction that looks amazing. It's got some interesting lore and a good
bit of cross-mod content. If you'd like to know more, you
can check out my faction review video of ScalarTech. Underworld. I think this mod should be categorized as
a content expansion mod as opposed to a faction mod, so I'll explain. Underworld adds the Starlight Cabal. Also known
as, the purple space mafia. This group will check the player if they ever
seem to be doing to well, and take your lunch money, or any other cool loot
you just found. This, is not why I think this mod is essential. Underworld adds a ton of great pirate ships
that are both fun to fly, and fight against. If you ever
find an Infernus-class Battlewagon, you may witness low-tech patchwork art, in motion. It looks like a low-tech boss ship, and it
feels like a low-tech boss ship. So,
if you can deal with a faction whose favorite show was, and still is 'Barney and Friends',
then this is a great mod. Xhan Empire. Technically two factions bundled into one
mod, the Xhan Empire and the United Pamed. United Pamed are a very small faction with
expensive high tech ships, but the main meat of the mod comes from the
Xhan Empire. Their ships are funky looking, which almost
put me off, and yet, I'm so happy I downloaded this faction. The culture is fascinating and their asthetics
are quite charming. Like oldschool sci-fi concept art before anyone
knew what spaceships would look like. I appreciate variety in my sector and the
Xhan Empire offers just that. A high quality faction mod that oozes style,
the xhan empire is a hidden gem. If that was juicy, this section is all about
the SPICY. The kind of mods you have to go into back
alleys for. The super secret mods that make you look like
the cool kid when you tell people about them. The mods your waifu didn't want you to know
about. These, are the unlisted mods. *10,000 hours in paint* More specifically, these mods are not listed
on the official mod index for one reason or another, and I've included links to each mod
in the description to make your lives easier. Dakkaholics. And Dakkaholics Mod Sprites. I didn't choose the Dakka life, the Dakka
life chose me. I mean it, I was sent this mod after my last
video. If you are familiar
with the Trailer Moments mod, this is that mod "on crack". This mod enhances the visual effects of several
vanilla weapons. Given that I have so many mods installed,
the best place to see this mod was in the main
menu missions, where you can easily see the enhanced railgun and mortar effects. Since this is one of Tahl's personal projects
that is not on the Starsector forum, I've included the link in the description. It's pretty cool, and certainly makes Starsector
feel more cinematic. Secrets of the Frontier Prerelease. An awesome work-in-progress mod that includes
both campaign and battle enhancements. Several well made quests that include
everyone's favorite AI, as well as a tactical expansion that includes really fun, new objectives
to the battle layer of the game. These objectives change depending on
what kind of system you are fighting in, adding to the tactical fidelity of Starsector. I highly recommend watching this mods development. And speaking of mods to watch, the UAF, or
the United Aurora Federation. Simply put, it's one of the best Starsector
mods I've ever played, and reminded me why Starsector is probably my favorite game of
all time. It flew under everyone's radar, including
my own, for many years. So, I made a video about it. What I didn't expect, was the tidal wave that
came after. If you don't know about the UAF, you can check
out my mod review that started this whole series. I could say lot more, but for the sake of
this video, download it, and try it out yourself. Superweapons Arsenal. This mod adds extremely rare and powerful
weapons for the player to use. In the best way possible, they are blatently
overpowered, and approach dangerous levels of FUN. In my PAGSM review, remember this scene? That's the Black Hole generator. In my current playthrough, I found the Relective
Shield, which lets you reflect almost any projectile,
back at the shooter, with 20% more damage! Unfortunately, it can't reflect Ludd's Holy
Light. There's no blueprints to
make these superweapons, so when you lose them, they are gone. To attest to how hard they are to acquire,
I've been using this mod for a little over a year, and I've
found about 5 of these weapons. This is probably the spiciest mod I have in
the Top 50, because, this mod was removed from the mod index. If you'd like to read about why it was removed,
you are free to do so on the Starsector forum. How would I describe it... Frivolous, that's a good word. I like that word. You know what other word I like? FREEDOM. *FREEDOM SOUNDS* So, I've put a direct download link to the
latest version in the description. If you have version v2.5b, you're good to
go. Take No Prisoners. The most recent mod to be released in this
list, TNP is all about taking prisoners, and treating them nicely. If you defeat a fleet in battle, you'll
have the option to talk, execute, or release said prisoner. Depending on the officers personality and
faction of origin, you may be able to recruit them to your cause. I do appreciate having more options for recruiting
officers, and the potential for cross-mod integration is very exciting. PAGSM for example has such an interaction,
and is a good example of what's possible. Since this is a very new mod, there isn't
too much here yet, but I'd still highly recommend it, and I'm looking forward to
future updates. There are many amazing mods for Starsector,
not all of which can make it into the top 50. These, are the honorable mentions. I have installed and used all of these mods
at some point. I don't have them currently installed for
one reason or another, but I still recommend them if they look appealing to you. Hazard Mining Incorporated. A very cool faction mod that adds a TON of
ships. Mostly cobbled together from various ship
hulls, Hazard Mining Inc. is a faction focused on looting, scooting, and freebooting, by
whatever means necessary. I like a lot of the ships this mod adds, I
just wish it could be broken up into somewhat smaller
pieces. If you enjoy low tech, patchwork ships that
are easy to maintain, this is an awesome mod to have. Amazigh's Ship Foundry. Nothing too complicated here, just a really
solid ship and weapons pack, with a good variety between tech levels. If you want more variety in
your campaign and want to try some new stuff, I recommend it. BigBeans Ship Compilation. Another really great ship pack that has some
downright awesome designs. I really appreciate that many of the ships
in this compilation are logistic and exploration focused as opposed
to just combat. Nes's SAW. A small, but carefully crafted ship and weapons
pack. I very much appreciate the quality over quantity
approach, as with many mods, it can become harder to
find what you are looking for. Overall, a very enjoyable mod. Combat Chatter. If you want your fleet to feel a little more
alive in combat, combat chatter can fill that void. If you want to see a bit of what the mod looks
like, I did have it installed during my ScalarTech
Solution mod review. It's highly configurable, and I recommend
the mod if you'd like some more feedback from your fleet
and officers. Fast Engine Rendering. A very well made, smart engine rendering mod
that can boost performance by 25%. I'm not joking, for beavertato captains, this
mod could change your life. It does change how the engine plumes are rendered
in-game, so if you have beefy system, it's ultimately up to asthetics if you like the
mod. I've been using this
mod off and on for a little over a year depending on what faction I'm playing, and can confirm
the game runs a little smoother with it enabled. Kingdom of Terra. Probably the goofiest faction mod I've ever
tried, and yet, one of the most clever. Essentially what a faction of cavepeople would
look like if they were allowed to have spaceships. Smashing your enemies with a giant rock, drill,
or skull, never goes out of style. There's even a multi-sectional serpent battlecruiser
which is one of the most impressive things you'll
see in Starsector modding. If you crave the unusual, there's nothing
quite like The Kingdom of Terra. Slightly Better Tech-Mining. It makes Tech-Mining, mine tech. Fuel, supplies, metal, transplutonics, and
volatiles will no longer appear. Instead, rare tech will now be
more likely. This mod is highly configurable to get your
ideal tech-mining experience. It also works as an excellent way to find
superweapons, and exotic tech from other mods you have installed. In fact, I better reinstall this right now... Starfarers, sector enthusiasts, my friends. Whether you only play with a few utilities,
or shove every mod into your game until it can no longer run, I hope you found
something in this video. Maybe you are wondering: Ironclad, are these
the BEST mods Starsector has to offer? They are my favorites, but everyone has different
tastes and preferences. What you enjoy and what mods your next playthrough
will include is entirely up to you. I've tried a lot of different mods over the
years, and there are many more that I haven't. So by all means, if there's a mod you think
is worth taking a look at, post it in the comment section! A word for the community. When talking about mods, make sure to keep
things positive, as mod developers put in hundreds, sometimes thousands of hours into
their creations. Frankly, I think we are spoiled as Starsector
players because we not only have an extremely dedicated and meticulous dev team, but a thriving
mod scene with passionate creators. For all the modders out there, thank you. If you are like me and simply enjoy playing
modded Starsector, with uh, no modding talent of your own, consider
showing your favorite creators some love. Huge thanks to the iron supporters bankrolling
these videos, and this awesome community for being patient while I put together these massive
projects. Alright my friends, consider subscribing,
share this video with your buddies, and have a great day! I'm IroncladLion, and thanks for watching! *Montage* *Gets hit by friendly semibreve* *Kills the phase ship anyways* My next video? Let's just say there's something that's been
in the works for awhile that I'm looking forward to sharing.. And it might... Shake things up.