Quick Links Mod collection A Map with all the mods Wiki (Links updated August 16, 2017) Introduction So there you are having just finished your awesome ship. You're ready to go boldly on a journey to seek out new stuff when you realize there really isn't any. Maybe you'll run into other players or NPC pirates, but the possibilities are few. Looking at the planets in the distance you consider going there, but why? They look cool, but there's nothing special or unique about them to make them worth exploring. This mod series aims to change that. This base mods in the series adds 10 new planets (really it's 8 planets, 2 moons) each with a specific ore found only on them. These ores are able to be used to make new thrusters, reactors, gyros, and more. The series has a tier system, but is designed for non-linear progression. The base mods add 6 tiers of advancement. 2 tiers of planets (by default) and 4 tiers of alloys in the 2 accompanying mods. The tier system is a simple algorithm with room for artistic intent. The rules for any modder to make an addition that I'll consider an official add-on to the series will be posted soon. To be "official" a mod just has to comply with the algorithm closely enough to maintain the intended balance. New Industry New industry blocks have been added to prevent the mods from cluttering up the assembler. There's a new assembler for tier 1-4 materials, Exotic Material Assembler There's an alloy furnace, Exotic Alloy Synthesizer There's a new assembler for tier 5+ materials, Advanced Exotic Material Assembler Ores & Tiers Here's a rough outline of the ores and alloys, their tiers, and their statistical themes. Tier 1 The first tier ores can make all basic systems. Thrusters, gyros, reactors and hull. They can also be gassified for a gas thrust significantly more powerful than hydrogen. Kaelnium, an emerald green metal, is the statistical center ground for the first tier. Blocks are roughly the same mass as default blocks for the increased power. Azurium is slightly weaker than Kaelnium but still stronger than default. It trades that power for being roughly 80% the mass allowing for faster acceleration or just larger ships with less systems to move it. Petracite is the opposite of Azurium. It's slightly more powerful than Kaelnium for an increased mass. The average improvement of this tier is 1.35x thruster/gyro force, reactor output, and hull integrity. Tier 2 These alloys are more specific giving only one alloy for each part theme on the tier. Calthulusium is an orange metal used for stronger thrusters. Luetisium is a yellow metal used for gyros and hull plating. Helitropium Is purple metal used for power systems. Tier 3 These ores are specific to a specific ship's system. Hyperium is used to make powerful thrusters. It can also be gassified for a powerful gas thrust. That's all it does, but does it need to do more? Kaldaryn Crystals are used for powerful reactors. The uranium to MW efficiency is unchanged, only the output of the reactors is changed from the new material. This also includes 2 types of battery blocks. The normal battery which has greater capacity and flow rate the normal and the capacitor, which adds only slightly more capacity than default in exchange for an extremely fast discharge rate. All Kaldaryn batteries charge much faster than they discharge. Duranium Hull plating is no joke. You won't be ignoring missiles for too many more hits than normal, but with it's reduced weight, you may be able to evade them better too. The heavy version is still fairly lightweight and is costly matter to break through. Faradium is for powerful gyros. They're strength is mighty and their mass is low, but their resilience is significantly reduced. Only a few is enough for a large ship. Tier 4 There's only a single alloy material on this tier in the base mods. Tritanium, a white metal alloy, can be used for all major ship systems. These 2 tiers are in Alloy mod II Tier 5 Amalphasium - for power systems Akaishi - powerful red thrusters Duritanium - A strong duranium based alloy Tier 6 Denkikinzoku - for power systems Pantonium - powerful brown thrusters Substance X - partially baryonic matter for amazing hull integrity Exotic Ores These are for less vital systems and aren't bound by the normal tier development. They currently have only one tier but a second tier through alloys may be added in another mod in the future. Spice, for more powerful jump drives. It's being used as a component and not a fuel source to make the mod simpler. Regardless it jumps much farther and takes more power to charge. The distance is significantly further and the power cost to charge is only slightly higher. Stromatolith is a rock that releases oxygen. It can be used to make a more powerful oxygen farm. The ore isn't particular vital nor is the moon it's found on particular dangerous. Regardless, it's still useful. Substance R-Delta is one of the hardest to get for doing so little. This can be used to make better gravity generators. Not stronger, but lighter and lower power consumption than default. If you want to cut every unnecessary kg from your luxury yacht or faction's mothership while keeping that comfortable. It's an extremely dense non-baryonic matter and vital for some top tier alloys. Alternate versions Asteroid only versions will be released in the future. Some people just don't like planets. No need to shun them. Economy Mod Here's some values for the Frontier Economy mod. Just paste it into the EconomyData.xml file. Bug Reports I always appreciate bug reports. The more information you can give, the better. I'll try to keep a "known bugs" list if it's ever needed. Note the mods are currently in "final version" except for bug fixing. I won't be making any changes to them unless fixing a bug or if some fundamental of the game is changed and they need to be adapted to work right (again). To the best of my knowledge, they are all bug free after going through a significant amount of testing. Mod Compatibility The goal is to be compatible with as many other mods as possible so everything added is new content instead of overwriting old content. The mod has no script parts, everything is in the xml for maximum compatibility. If anyone finds conflicts, please let me know. Guides Coming soon Modders add-on guide How to make a mod to add to the series that's balanced properly. Properly balanced mods may be added to the official series. An add-on can be as big as a new planet/ore mod with all new blocks or as small as an alternate planet or extra block for a base mod. How-to everything in the series I'm starting a YouTube video series in the near future that will go over all the steps needed to make a part of the series. I'll try to go entry level with it to help someone completely new to modding be able to take part. My Extras Planned The base series consists of 12 mods consisting of 10 planet/ore mods and 2 alloy mods. During the tutorial series, I'll add 2 more planet/ore mods as well as some alloy mod extensions for them. I'll be making the 2 new ones as I record the video guides on modding. I'm also planning a weapons mod for the series.