<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Starmodder | new Starsector mod releases</title>
  <subtitle>Mods whose version really moved forward, newest first.</subtitle>
  <id>tag:starmodder,2026:releases</id>
  <author><name>Starmodder</name></author>
  <updated>2026-08-25T01:48:12Z</updated>
  <link rel="self" href="updates.xml"/>
  <link rel="alternate" type="text/html" href="index.html"/>
  <entry>
    <title>Navarchy of Tania 1.1.0</title>
    <id>tag:starmodder,2026:release/navarchy-of-tania/1.1.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/navarchy-of-tania"/>
    <content type="text">Navarchy of Tania went from 1.0.2 to 1.1.0.

Update: GUNS! GLORIOUS GUNS!

- As the name suggests, added several guns for Navarchy of Tania to use:

Small:

* Sirius Gatling Gun
* Osório Support Gun
* Bison Torpedo Launcher
* Thorn Cannon
* Agulha Defense System
* Carbonite Jetstream
* Boomerang MRM Launcher
* Fafnir HV Cannon

Large:

* Fafnir HV Artillery
* The Nidhogg
* Bison Torpedo Pod
* Garra Autocannon
* Acid Howitzer

Ship Changes:

- Aracari:
* Large weapon slot is now composite (was ballistic);
' No Navarchy of Tania ship had large missile slots until now, and Aracari seems to be the perfect host for this, as a 40 DP cruiser that is designed to be a "marvel". Flexibility should be its core goal anyways, so the catch here is adding another refit option. You can go full guns and use the most of its Solaris Phalanx ship system, or go for a missile oriented build, with its large missile weapon being supplied by a Missile Autoforge, your choice!

- Battlecruiser package:
* Set Missile Autoforge cooldown to 30 seconds (was a period between 10 and 15 seconds);
* Added special enhancement for Boomerang SRM Launcher in combination with this hullmod;
* Speed penalty for installing Converted Hangar on modules is now reduced to capital ship levels;
* Improved description readability.

- Aetos:
* Improved Visuals;
* Added Thermal Calibration hullmod: reduces large ballistic weapons base range by 15%;
* Reverted max speed to 80 (was reduced to 60 in the last patch).

- Touraco:
* Increased max speed to 80 (was 70).

- Black Hawk:
* Increased max speed to 55 (was 50).

!!! Variants now use new weapons provided by this update;
!!! Adjusted flux stats for modules, so point defenses can be used properly;
!!! Optimized graphics, so less particles are used by ship systems, improving hardware performance;
!!! Improved ship AI, so vessels no longer will be as reckless as before (Onslaught Mk.1 be damned).

Hullmod Changes:

- Navarchy Armor Plate:

* Speed penalty for installing Converted Hangar is now 30/15/5. (was 20/10/5 before);
* Improved description readability.

- Ancient Weapon Systems:

* Shield damage penalty removed (a lot of people asked for this);
* Reduced RoF penalty to 10% (was 15%);
* Reduced weapon damage bonus to 10% (was 15%);
* Reduced damage and hit strength vs hull/armor bonus to 10% (was 20%).
!!! Several people complained about Remnants, Shroud and other high tech factions being awful to deal with due to low DPS against shields. However, in order to keep things fair, I also reduced efficiency against armor, so it does not become an overtuned hullmod.

* Reduced weapon turn rate and damage vs fighters/missiles debuff to 25% (was 50%).
' Navarchy of Tania's weapons layout already don't favor point defense countermeasures due to low amounts of weaponry. They are being brutalized by Mine Strikes and Persean League's DEMs, which really undermines their capability as a faction and forces people to rely on point defense fighters to deal with that, which is not ideal.

Extras:

* Fixed (again) Siphon Fuel Industry being able to be built by the player;
* Reduced blueprint and ship costs at Classified Hall submarket;
!!! New weapon blueprints appearing at Classified Hall will require a new save, but otherwise, this update is save compatible (make sure to do backups though).</content>
  </entry>
  <entry>
    <title>CuratedShips 5.0</title>
    <id>tag:starmodder,2026:release/curatedships/5.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/curatedships"/>
    <content type="text">CuratedShips went from 4.6 to 5.0.</content>
  </entry>
  <entry>
    <title>Nightcross Armory Corporation 2.1.3</title>
    <id>tag:starmodder,2026:release/nightcross-armory-corporation/2.1.3</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/nightcross-armory-corporation"/>
    <content type="text">Nightcross Armory Corporation went from 2.1.1 to 2.1.3.</content>
  </entry>
  <entry>
    <title>Junk Yard Dogs 3.7.0</title>
    <id>tag:starmodder,2026:release/junk-yard-dogs/3.7.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/junk-yard-dogs"/>
    <content type="text">Junk Yard Dogs went from 3.6.9 to 3.7.0.

Save Compatible
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Stalwart Variant: Fixed a spelling mistake on my part - TY RustyDios for catching it!
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Energetic Variant: Fixed a spelling mistake on my part - TY RustyDios for catching it!
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Hardy: Changed the side facing built-in hardpoints to turrets and increased the firing arc - As narrow hard points they rarely engaged
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Intelligent Mk.Q: Raised HP from 2600 to 2800 and Armor from 250 to 350 - TY Duckie0012 for noting their frailty in your Valkyrian Campaign video
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Shard Anti-Fighter Missile: Increased the size of the missiles and changed them to render on the base - Previously they were very hard to see
&amp;nbsp;&amp;nbsp;&amp;nbsp;-All JYD Missiles: Added sound files to all JYD missiles - Big oops on my part when I made them and only now just noticed it
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Long Range Kinetic Drill &amp; Long Range Asteroid Blaster - Reduced the size and narrowed the shape of the shell glow - KalHirol's eyes will thank me I am sure :)</content>
  </entry>
  <entry>
    <title>Better Colonies 1.91</title>
    <id>tag:starmodder,2026:release/better-colonies/1.91</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/better-colonies"/>
    <content type="text">Better Colonies went from 1.88 to 1.91.

Compatibility
 Do not bother using this in a current save.
 FOR ADVANCED USERS : There are some custom stations made by faction mods that do not incorporate Better Colonies station code. This is easily fixed by redirecting the plugin in those industries.csv "com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation" to "com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD".

 Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/3/4/4/4/4 to 1/1/1/2/3/3/4/4/5/5.
 +1 Max Industry at Population 9+
 Commerce may even produce income... if the planetary conditions are mild.
 Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
 An officer at this level may have up to 3 maxed skills.
 Battle Stations are now commandeered by an officer ranging from 8 up to a max level of 17 (from 6).
 An officer at this level may have up to 6 maxed skills.
 Star Fortresses are now commandeered by an officer ranging from 17 up to a max level of 26 (from 12).
 An officer at this level will have up to 9 maxed skills.
 Levels of Mercenary Officers are now determined by the market's size. The higher the market size, the higher the possible max officer level and so on for lower.
 A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
 Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4.</content>
  </entry>
  <entry>
    <title>Daedalus Forge 0.9.1 - ship/skin/variant editor 0.9.1</title>
    <id>tag:starmodder,2026:release/daedalus-forge-0-9-1-ship-skin-variant-editor/0.9.1</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/daedalus-forge-0-9-1-ship-skin-variant-editor"/>
    <content type="text">Daedalus Forge 0.9.1 - ship/skin/variant editor went from 0.9.0 to 0.9.1.</content>
  </entry>
  <entry>
    <title>Second-in-Command: Auxiliaries 1.3.0</title>
    <id>tag:starmodder,2026:release/second-in-command-auxiliaries/1.3.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/second-in-command-auxiliaries"/>
    <content type="text">Second-in-Command: Auxiliaries went from 1.2.1 to 1.3.0.

- Updated the Storm aptitude, reworked and now with custom sprites made by Khepht!
- Fixed the Legion skill from Valkyrie not working with ships spawned by the Storm aptitude
- Fixed the Targeting Stabilizers skill text. Reported by Rayden_Solo
- Fixed the Explorer milestone open market trade counting transferring fleet inventory into abandoned stations. Reported by PasDeBras
- Reduced unnecessary calls to update skill descriptions/texts for Explorer milestone
- Fixed texts</content>
  </entry>
  <entry>
    <title>What We Left Behind 4.5.3</title>
    <id>tag:starmodder,2026:release/what-we-left-behind/4.5.3</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/what-we-left-behind"/>
    <content type="text">What We Left Behind went from 4.5.2 to 4.5.3.

SAVE COMPATIBLE

Fixes a crash with derelict escorts.</content>
  </entry>
  <entry>
    <title>San-Iris Federation 1.1.0</title>
    <id>tag:starmodder,2026:release/san-iris-federation/1.1.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/san-iris-federation"/>
    <content type="text">San-Iris Federation went from 1.0.0 to 1.1.0.

Improved visuals of all ship sprites
New fighter: Durnir, heavy mechs with a shield and grenade launcher, good against fighters and ships
New fighter: Herkir, medium mechs equipped with artillery canon, can switch to canister flak against fighters</content>
  </entry>
  <entry>
    <title>Pirate Utility Pack 0.5.3</title>
    <id>tag:starmodder,2026:release/pirate-utility-pack/0.5.3</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/pirate-utility-pack"/>
    <content type="text">Pirate Utility Pack went from 0.5.2 to 0.5.3.

Save Compatible - NOTE: If you had Blast Doors on a save game Grueling you may need to reallocate OP
- Grueling: Replaced the built-in hull mod Missile Autoforge with Blast Doors - TY Perq and TheCrispyDud for noting it was not in line with a ramming ship role
- Rockchopper: Raised the deployment and supply use from 28 to 30 - TY Levidos for noting it needed an adjustment</content>
  </entry>
  <entry>
    <title>Fast Rendering 0.8.4</title>
    <id>tag:starmodder,2026:release/fast-rendering/0.8.4</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/fast-rendering"/>
    <content type="text">Fast Rendering went from 0.7.4 to 0.8.4.</content>
  </entry>
  <entry>
    <title>Treasure Hunt 2.3.0</title>
    <id>tag:starmodder,2026:release/treasure-hunt/2.3.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/treasure-hunt"/>
    <content type="text">Treasure Hunt went from 2.2.0 to 2.3.0.

Treasure Hunt: Download v2.3.0</content>
  </entry>
  <entry>
    <title>Draconis Fleet 0.7.7</title>
    <id>tag:starmodder,2026:release/draconis-fleet-wip/0.7.7</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/draconis-fleet-wip"/>
    <content type="text">Draconis Fleet went from 0.7.6 to 0.7.7.</content>
  </entry>
  <entry>
    <title>Nightcross Armory Corporation 2.1.4</title>
    <id>tag:starmodder,2026:release/nightcross-armory-corporation/2.1.4</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/nightcross-armory-corporation"/>
    <content type="text">Nightcross Armory Corporation went from 2.1.3 to 2.1.4.</content>
  </entry>
  <entry>
    <title>Carter's Junk Hull Mods 1.0.2a</title>
    <id>tag:starmodder,2026:release/carter-s-junk-hull-mods/1.0.2a</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/carter-s-junk-hull-mods"/>
    <content type="text">Carter's Junk Hull Mods went from 1.0.2 to 1.0.2a.

Save game compatible
&amp;nbsp;&amp;nbsp;&amp;nbsp;-Fixed an error with the Engineering Section hull mod - TY rlb986 for noting my oopsie</content>
  </entry>
  <entry>
    <title>Crew Replacer 0.7.8</title>
    <id>tag:starmodder,2026:release/crew-replacer/0.7.8</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/crew-replacer"/>
    <content type="text">Crew Replacer went from 0.7.6 to 0.7.8.

no changelog provided in post</content>
  </entry>
  <entry>
    <title>Arma Armatura 3.3.6</title>
    <id>tag:starmodder,2026:release/arma-armatura/3.3.6</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/arma-armatura"/>
    <content type="text">Arma Armatura went from 3.2.5 to 3.3.6.

NOT save compatible with versions of ArmaA prior to v3.2.6</content>
  </entry>
  <entry>
    <title>Hullmods Renewed 1.6.1</title>
    <id>tag:starmodder,2026:release/hullmods-renewed/1.6.1</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/hullmods-renewed"/>
    <content type="text">Hullmods Renewed went from 1.4.1 to 1.6.1.

small fix: the title above the custom-group squares was stuck on whichever group was selected when the panel opened (very visible right after renaming one). It now updates as you click through the squares, and says MULTIPLE GROUPS when you've got more than one selected.</content>
  </entry>
  <entry>
    <title>Reborn as a Space Mercenary 0.0.4</title>
    <id>tag:starmodder,2026:release/reborn-as-a-space-mercenary/0.0.4</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/reborn-as-a-space-mercenary"/>
    <content type="text">Reborn as a Space Mercenary went from 0.0.3 to 0.0.4.

Various ship Balancing on their Deployment point and ordinance Point
- Replace The ship in the Prism Freeport with its Bare Bone non-OP version
- Add Custom Weapon for Krishna Human Version (PD, Laser and Torpedo)
- Fix Custom start officer Rank
- Replace Custom start AI Krishna with Human Commission Krishna</content>
  </entry>
  <entry>
    <title>Star Lords 0.3.78</title>
    <id>tag:starmodder,2026:release/star-lords/0.3.78</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/star-lords"/>
    <content type="text">Star Lords went from 0.3.72 to 0.3.78.

Updated to work with 0.98a. Fixed several crashes related to lord AI and campaign initiation. Improved stability of the political system. Added new lord portraits and minor balance tweaks.</content>
  </entry>
  <entry>
    <title>Voidfaring Hubship - Upgradeble Ship Start v1.0b</title>
    <id>tag:starmodder,2026:release/voidfaring-hubship-upgradeble-ship-start/v1.0b</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/voidfaring-hubship-upgradeble-ship-start"/>
    <content type="text">Voidfaring Hubship - Upgradeble Ship Start went from 0.9c to v1.0b.

Bugfixes:
&amp;nbsp; &amp;nbsp; Fixed Nexerelin Start not working at all.
&amp;nbsp; &amp;nbsp; Fixed "Fleet Gantry - Collapsed" suffering same bug for Fleet by DP
&amp;nbsp; &amp;nbsp; Fixed "Wanderer" Logistics Overhaul providing effect with 7 ship in fleet instead of 5.
Changes:
&amp;nbsp; &amp;nbsp; Hubship max speed increased (20 =&gt; 25)
&amp;nbsp; &amp;nbsp; Hubship max turn speed increased (4 =&gt; 6)
&amp;nbsp; &amp;nbsp; Mod's source code now on GitHub too.</content>
  </entry>
  <entry>
    <title>Solsector Beta v0.82.0</title>
    <id>tag:starmodder,2026:release/solsector-beta/v0.82.0</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/solsector-beta"/>
    <content type="text">Solsector Beta went from 0.81.5 to v0.82.0.</content>
  </entry>
  <entry>
    <title>Nexerelin 0.12.2c</title>
    <id>tag:starmodder,2026:release/nexerelin/0.12.2c</id>
    <updated>2026-08-25T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/nexerelin"/>
    <content type="text">Nexerelin went from 0.12.2 to 0.12.2c.</content>
  </entry>
  <entry>
    <title>Wide Horizons 1.4.1a</title>
    <id>tag:starmodder,2026:release/wide-horizons/1.4.1a</id>
    <updated>2026-08-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/wide-horizons"/>
    <content type="text">Wide Horizons went from 1.4.0 to 1.4.1a.

Save compatible with 1.4.x

IMPORTANT: Please reset the settings when starting a new game, as some values have changed to their default settings

Modified:
Remnant generation adjusted and improved
Added mod support for "Project MISTRAL" to add scaling

Fixed:
Fixed Remnant generation with the Beacons</content>
  </entry>
  <entry>
    <title>Mindforge Conglomerate - Faction 1.3</title>
    <id>tag:starmodder,2026:release/mindforge-conglomerate-faction/1.3</id>
    <updated>2026-08-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/mindforge-conglomerate-faction"/>
    <content type="text">Mindforge Conglomerate - Faction went from 1.2 to 1.3.

Fixed the conflict with the mod KoC due to ships having the same hullID. Thanks IGdood for letting me know!</content>
  </entry>
  <entry>
    <title>Thunder's Flag Pack 5.0a</title>
    <id>tag:starmodder,2026:release/thunder-s-flag-pack/5.0a</id>
    <updated>2026-08-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/thunder-s-flag-pack"/>
    <content type="text">Thunder's Flag Pack went from 3.0b to 5.0a.

Eastern Epics</content>
  </entry>
  <entry>
    <title>Diable ArmAonics 1.3.7</title>
    <id>tag:starmodder,2026:release/diable-armaonics/1.3.7</id>
    <updated>2026-08-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/diable-armaonics"/>
    <content type="text">Diable ArmAonics went from 1.2.1 to 1.3.7.

ver 1.3.7 (ONLY SAVE COMPATIBLE with 1.3.5 and 1.3.6)
-New balance pass
-Paintjobs added (courtesy of Bass)
-Fixes/tunings/rewrites of multiple shipsystems and their AIs (namely Frost, Hoar, Avalanche)</content>
  </entry>
  <entry>
    <title>Better Combat 0.3.24</title>
    <id>tag:starmodder,2026:release/better-combat/0.3.24</id>
    <updated>2026-07-24T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/better-combat"/>
    <content type="text">Better Combat went from 0.3.22 to 0.3.24.

compatibility patch for asteroid mining mod</content>
  </entry>
  <entry>
    <title>Omega-Psychological-Trauma [ALPHA] by Yisic [EN translation] 1.0</title>
    <id>tag:starmodder,2026:release/omega-psychological-trauma-alpha-by-yisic-en-translation/1.0</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/omega-psychological-trauma-alpha-by-yisic-en-translation"/>
    <content type="text">Omega-Psychological-Trauma [ALPHA] by Yisic [EN translation] went from 0.1.2 to 1.0.

Initial Upload</content>
  </entry>
  <entry>
    <title>Too Much Information 0.99a</title>
    <id>tag:starmodder,2026:release/too-much-information/0.99a</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/too-much-information"/>
    <content type="text">Too Much Information went from 0.99a BETA to 0.99a.

For those nitpicks at the fine details.</content>
  </entry>
  <entry>
    <title>Warhammer 40000: Banished Imperium 1.1.1</title>
    <id>tag:starmodder,2026:release/warhammer-40000-banished-imperium/1.1.1</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/warhammer-40000-banished-imperium"/>
    <content type="text">Warhammer 40000: Banished Imperium went from 1.1.0 to 1.1.1.</content>
  </entry>
  <entry>
    <title>Fast Rendering 0.7.4</title>
    <id>tag:starmodder,2026:release/fast-rendering/0.7.4</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/fast-rendering"/>
    <content type="text">Fast Rendering went from 0.7.3 to 0.7.4.</content>
  </entry>
  <entry>
    <title>Sunrider 0.8.6</title>
    <id>tag:starmodder,2026:release/sunrider/0.8.6</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/sunrider"/>
    <content type="text">Sunrider went from 0.8.5 to 0.8.6.

No changelog provided in the post.</content>
  </entry>
  <entry>
    <title>Planet Search v1.3.2</title>
    <id>tag:starmodder,2026:release/planet-search/v1.3.2</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/planet-search"/>
    <content type="text">Planet Search went from v1.3.0 to v1.3.2.

Fix conflicts with some other mods; Be more selective when taking the blame for crashes</content>
  </entry>
  <entry>
    <title>Traverser Design Bureau 1.83</title>
    <id>tag:starmodder,2026:release/traverser-design-bureau/1.83</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/traverser-design-bureau"/>
    <content type="text">Traverser Design Bureau went from 0.2 to 1.83.

Updated Translation of Traverser Design Bureau by Hanliu
 Translated by Myco and Miko.
 Thanks to Iriscoral who have worked on previous translation version and was used for reference (with permission). (Please note given the overhaul of the mod has gotten since, most TL have been redone)</content>
  </entry>
  <entry>
    <title>Moribund Stars 0.2.0</title>
    <id>tag:starmodder,2026:release/moribund-stars/0.2.0</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/moribund-stars"/>
    <content type="text">Moribund Stars went from 0.2.0-alpha to 0.2.0.

Added most of Chapter II. Hopefully fixed the existing bugs and shouldn't have introduced new ones.</content>
  </entry>
  <entry>
    <title>Simple Supercapitals 0.9.4</title>
    <id>tag:starmodder,2026:release/simple-supercapitals/0.9.4</id>
    <updated>2026-07-23T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/simple-supercapitals"/>
    <content type="text">Simple Supercapitals went from 0.9.1 to 0.9.4.

Fixed several mount issues on Imperator
- Fixed launch bay locations on Megalodon
- Fixed a version issue. Hopefully</content>
  </entry>
  <entry>
    <title>CJY's Toy Box 0.5.7</title>
    <id>tag:starmodder,2026:release/cjy-s-toy-box/0.5.7</id>
    <updated>2026-07-22T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/cjy-s-toy-box"/>
    <content type="text">CJY's Toy Box went from 0.5.6 to 0.5.7.</content>
  </entry>
  <entry>
    <title>Useful.Tithes 1.0.a 1.0.a</title>
    <id>tag:starmodder,2026:release/useful-tithes-1-0-a/1.0.a</id>
    <updated>2026-07-22T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/useful-tithes-1-0-a"/>
    <content type="text">Useful.Tithes 1.0.a went from 0.98a to 1.0.a.</content>
  </entry>
  <entry>
    <title>Thunder's Flag Pack 3.0b</title>
    <id>tag:starmodder,2026:release/thunder-s-flag-pack/3.0b</id>
    <updated>2026-07-22T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/thunder-s-flag-pack"/>
    <content type="text">Thunder's Flag Pack went from 3 to 3.0b.</content>
  </entry>
  <entry>
    <title>Fast Rendering 0.7.3</title>
    <id>tag:starmodder,2026:release/fast-rendering/0.7.3</id>
    <updated>2026-07-21T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/fast-rendering"/>
    <content type="text">Fast Rendering went from 0.7.0 to 0.7.3.</content>
  </entry>
  <entry>
    <title>Second-in-Command: Auxiliaries 1.2.1</title>
    <id>tag:starmodder,2026:release/second-in-command-auxiliaries/1.2.1</id>
    <updated>2026-07-21T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/second-in-command-auxiliaries"/>
    <content type="text">Second-in-Command: Auxiliaries went from 1.2.0 to 1.2.1.

Fixed one extra Helios officer spawning in Jangala every month</content>
  </entry>
  <entry>
    <title>Crab Shack 0.5.32</title>
    <id>tag:starmodder,2026:release/crab-shack/0.5.32</id>
    <updated>2026-07-21T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/crab-shack"/>
    <content type="text">Crab Shack went from 0.5.2 to 0.5.32.

Hotfix.

Fixed the *** up version number

Fixed issue where Aurole hullmod fuel reduction could persist if ship is removed from fleet while active

Renamed "Zapinator Safe Mode" to "Projectile Randomization Safe Mode"
It now also effects the Ad-hoc Missile Blend hullmod to avoid a crash</content>
  </entry>
  <entry>
    <title>Amazigh's Ship Foundry v1.7.1</title>
    <id>tag:starmodder,2026:release/amazigh-s-ship-foundry/v1.7.1</id>
    <updated>2026-07-21T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/amazigh-s-ship-foundry"/>
    <content type="text">Amazigh's Ship Foundry went from v1.6.4 to v1.7.1.</content>
  </entry>
  <entry>
    <title>LTV_Economy | An economy overhaul with population mechanics 0.4.10</title>
    <id>tag:starmodder,2026:release/ltv-economy-an-economy-overhaul-with-population-mechanics/0.4.10</id>
    <updated>2026-07-21T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/ltv-economy-an-economy-overhaul-with-population-mechanics"/>
    <content type="text">LTV_Economy | An economy overhaul with population mechanics went from 0.4.8 to 0.4.10.

Initial release of LTV_Economy for Starsector 0.98a. Adds worker-based production, population simulation, trade and patrol fleet integration, and expanded colony management.</content>
  </entry>
  <entry>
    <title>Nexerelin 0.12.2</title>
    <id>tag:starmodder,2026:release/nexerelin/0.12.2</id>
    <updated>2026-07-20T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/nexerelin"/>
    <content type="text">Nexerelin went from 0.12.1e to 0.12.2.</content>
  </entry>
  <entry>
    <title>Navarchy of Tania 1.0.2</title>
    <id>tag:starmodder,2026:release/navarchy-of-tania/1.0.2</id>
    <updated>2026-07-20T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/navarchy-of-tania"/>
    <content type="text">Navarchy of Tania went from 1.0.1 to 1.0.2.

Update: Adjustments for 1.0.1 and a lil bug fix. Save compatible, but always do a backup!

Disclaimer: I no longer will put notes explaining the changes, as I received feedback that people not read those to begin with. That being said, it will be easier for me to do and also will be more direct to the point for who wish to only know the stats and nothing else.

Balance changes:

- Argentavis:

* Removed Flare Launchers from modules and reduced their hitpoints to 4000 (was 5000);
* Reduced main hull hitpoints to 6000 (was 7000).

- Touraco:

* Removed Flare Launchers from modules;
* Increased Deployment Points to 30 (was 28).

- Aetos:

* Decreased max speed to 60 (was 80);
* Thermo-Accelerator ship system: Flux cost reduction to fire weapons was tuned down to 33% (was 66%).

- Sandgrouse:

* Reverted Deployment Points to its original 4 (was 3 in the last patch);
* Decreased flux capacity to 3000 (was 4500);
* Shield efficiency is now 0.7 (was 0.65);

- Gralha:

* Decreased max speed to 150 (was 165);
* Improved Point Defense Core: Decreased point defense range bonus to 100 (was 200).

- All Ships:

* Shield Upkeep Flux Cost increased for:
¨ Black Hawk: 0.5 (was 0.25)
¨ Touraco, Argentavis and Aracari: 0.45 (was 0.25)
¨ Aetos and Merite: 0.35 (was 0.25);
¨ Sandgrouse and Gralha: 0.3 (was 0.25);

* Ships now have reduced maneuverability (less deceleration and turn rate. They will feel more like muscle cars in terms of piloting, heavier to control but still fast).

- Navarchy Armor Plate hullmod:

* Converted Hangar no longer has performance that matches of a standard fighter bay;
* Now reduces fighter engagement range by 60%;
* Heavy Armor effectiveness is now increased by 50% (was doubled).

- Ancient Weapon Systems hullmod:

* Adding Ballistic Rangefinder hullmod no longer increases damage dealt, but now increases hit strength vs hull/armor by 15% (was 10%);
* Reduced damage vs shields penalty to 15% (was 20%);
* Fixed a typo regarding weapon recoil: its +50%, not -50%. It is a penalty that can be fixed by adding Dedicated Targeting Core, instead of Integrated Targeting Unit.
&amp;nbsp;
Extras:

* Fixed the bug where players were able to build the Fuel Siphon Station Industry (that should be exclusive to Navarchy of Tania's Fuel Siphon Stations, which extract fuel from nebulae);
* After cursing Version Checker more times than I can count, it is hopefully working now!</content>
  </entry>
  <entry>
    <title>Second-in-Command: Auxiliaries 1.2.0</title>
    <id>tag:starmodder,2026:release/second-in-command-auxiliaries/1.2.0</id>
    <updated>2026-07-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/second-in-command-auxiliaries"/>
    <content type="text">Second-in-Command: Auxiliaries went from 1.1.1 to 1.2.0.

Added the Helios aptitude, a battle carrier focused XO
- Fixed scout texts. Reported by erik</content>
  </entry>
  <entry>
    <title>Oompa Loompa Pirates 0.0.3</title>
    <id>tag:starmodder,2026:release/oompa-loompa-pirates/0.0.3</id>
    <updated>2026-07-19T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/oompa-loompa-pirates"/>
    <content type="text">Oompa Loompa Pirates went from 0.0.2 to 0.0.3.

18.07.2026 release of 0.0.3: - Added Planets 3 new Planets to Loompa System, changed Loompalands markets, planet settings and industry to accord for hyperindustrialization of the Oompa Loompas
- Written README.md
- set up names for the Oompa Loompas
- use .zip to package the mod, cleaned the project file up a bit, hope nothing broke</content>
  </entry>
  <entry>
    <title>Player IP Flag Pack v2.1</title>
    <id>tag:starmodder,2026:release/player-ip-flag-pack/v2.1</id>
    <updated>2026-07-18T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/player-ip-flag-pack"/>
    <content type="text">Player IP Flag Pack went from v1.1 to v2.1.

Added credits in mod_info to flags and crests that needed them. If there's more I need to add let me know.
Changed the MCRN flag.</content>
  </entry>
  <entry>
    <title>Stat-Derived Ship Costs "The Kelly Blue Book of Space" 1.1.4</title>
    <id>tag:starmodder,2026:release/stat-derived-ship-costs-the-kelly-blue-book-of-space/1.1.4</id>
    <updated>2026-07-18T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/stat-derived-ship-costs-the-kelly-blue-book-of-space"/>
    <content type="text">Stat-Derived Ship Costs "The Kelly Blue Book of Space" went from 1.0.3 to 1.1.4.

Updated LunaLib’s D-hull minimum from 4 to 1

Please reset the mod to defaults in LunaLib</content>
  </entry>
  <entry>
    <title>Hullmods Renewed 1.4.1</title>
    <id>tag:starmodder,2026:release/hullmods-renewed/1.4.1</id>
    <updated>2026-07-17T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/hullmods-renewed"/>
    <content type="text">Hullmods Renewed went from 1.3.1 to 1.4.1.

Clear search on every click
Search now un-focuses on hover - requested
Search now clears on "build-in"</content>
  </entry>
  <entry>
    <title>Emergent Threats 1.3.3</title>
    <id>tag:starmodder,2026:release/emergent-threats/1.3.3</id>
    <updated>2026-07-17T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/emergent-threats"/>
    <content type="text">Emergent Threats went from 1.3.2 to 1.3.3.

should be compatible with v1.1+</content>
  </entry>
  <entry>
    <title>Draconis Fleet 0.7.6</title>
    <id>tag:starmodder,2026:release/draconis-fleet-wip/0.7.6</id>
    <updated>2026-07-16T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/draconis-fleet-wip"/>
    <content type="text">Draconis Fleet went from 0.7.3 to 0.7.6.</content>
  </entry>
  <entry>
    <title>Navarchy of Tania 1.0.1</title>
    <id>tag:starmodder,2026:release/navarchy-of-tania/1.0.1</id>
    <updated>2026-07-16T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/navarchy-of-tania"/>
    <content type="text">Navarchy of Tania went from 1.0.0 to 1.0.1.

Update: (SAVE COMPATIBLE, BUT ALWAYS DO A BACKUP!)

- Changed Crew Stats:

* Sandgrouse: Skeleton (S): 35 Capacity (C): 60;
* Gralha: S: 30 C: 50;
* Merite: S: 50 C: 85:
* Aetos: S: 70 C: 110;
* Touraco: S: 300 C: 450;
* Argentavis: S: 150 C: 225;
* Aracari: S: 200 C: 300;
* Black Hawk: S: 1000 C: 1500;

' Reason: Watching Duckie0012's streams, I noticed how quickly he needed transporter ships on his early game run, and with that, I though how this could be a hassle to anyone trying to get Navarchy of Tania ships. Based on this and comments from other people, I reduced the skeleton crew requirements and escalated the max crew capacity to be more flexible. That way players won't be constrained to use other vessels, thus allowing for better options to create compositions.

- Ship Changes:

* Black Hawk: Increased hitpoints to 15000 from main hull and modules (was 12500 and 13750 respectively) and increased shield arc to 40 (was 20);
' Reason: This ship lacks longevity in late game fights, specially in scenarios against multiple fleets, as hull and armor does not regenerate naturally. Not to mention that its lack of firepower forces the ship to trade hull/armor in order to outlive the enemy on engagements. To mitigate this, while keeping its original traits, I decided to increase its hull hitpoints, improving the effectiveness from skills like Combat Endurance and hullmods like Reinforced Bulkheads. In combats against weapons like Devastators, I noticed that some damage was passing through its shield, which can become really frustrating in clutch moments, so I decided to amplify its arc. This will allow Black Hawk to endure longer battles without having to rely on close calls to stay alive (there is a video showcasing it surviving with only 11 HP against a Third Strike Threat Fleet, check my YT channel);

* Aetos: Increased module hitpoints and armor to 3500 and 750 respectively (was 2500 and 500);
* Increased Ordnance Points (OP) to 60 (was 52);
' Reason: Upon further investigation, this vessel presented difficulties to perform due to limited amount of OP and its module being constantly destroyed. With these changes, it may now become more self relient and will carry its expensive weight in combat;

* Merite: Decreased Deployment Points (DP) to 8 (was 9);
' Reason: This destroyer basically have 5 small weapons in total, which means that its damage is worse than frigates, resulting in an awkward spot between destroyers. Its speed and resilience is great, but not justifies the same price tag as an Enforcer, but its enough to compete against a Shrike, hence why it will now cost 8 DP;

* Argentavis: Shield Arc increased to 60 (was 45);
* Aracari: Shield Arc increased to 30 (was 20);
' Reason: Similarly to Black Hawk, those ships were suffering in clutch moments due to shields not being wide enough to cover the entire front, resulting in frustration moments when facing weapons like Devastators.

* Sandgrouse: Decreased Deployment Points to 3 (was 4);
' Reason: With Vanguard Class Frigate having its DP cost reduced to 4 (check Starsector 0.98.5a Patch Notes), the Sandgrouse becomes automatically obsolete, as it is a frigate with only 3 weapons (+1 with module), which means that it does not have enough impact to carry its weight. To fix that, I reduced its DP to 3, so it becomes on par with Cerberus and Hound, having advantages in combat due to not having the same cargo capacity as combat freighters do. It is a resilient escort, that provides protection for more important units on the battlefield, and is fast enough to engage or distract enemies at will.

- Peak Performance Time (PPT) changes:

* Sandgrouse and Gralha: Increased PPT to 360 and 300 respectively (both were 270);
* Merite and Aetos: '' to 480 (was 420);
* Argentavis: '' to 600 (was 540);
* Aracari and Touraco: '' to 720 (was 600/540);
* Black Hawk: '' to 1200 (was 900);
' Reason: Navarchy of Tania's fleet doctrine involves disrupting frontlines by flanking and luring enemies out of position, which requires time. Also, the lack of firepower aggravates this issue, as it takes longer to finish targets, this can be noticeable specially against self replicating enemies or big waves of ships (Threat and Remnants). To prevent this issue to escalate further, I increased Peak Performance Time (PPT) from every ship in the roster, as Navarchy ships' time bomb should not be PPT, but yet their own hull/armor, which does not regenerate. This will give players more time to move ships around and fight the enemy cautiously, instead of rushing the battle due to Combat Readiness loss.

- Navarchy Armor Plate Hullmod Changes:

* All weapons now have reduced OP cost by 5 (was Point-Defense only);
* Reinforced Bulkheads no longer has doubled effectiveness on modules;
* Now fighters have reduced OP cost by 6;
* Converted Fighter Bays on modules now decrease max speed by 20/10/5 depending on ship size (was 20/15/10)
* Fragment Swarm no longer can be added to modules (sorry);
* Smods now decrease damage taken and improve system cooldown/recharge rate by 8.5% per hullmod, up to 25% (was 7%, up to 20%);
' Reason: Seeing that heavy armor/reinforced bulkheads hullmods were much more favored than alternative builds, I granted more flexibility to things like missile weapons and fighters. Alongside that, I improved module longevity on late game fights, where players have access to smods and other resources, favoring Best of the Best skill. This way I'm giving them better options to tinker with, instead of limiting everyone to basic resilience builds.

Extras:

* Fixed Navarchy of Tania neutral fleet dialog showing all the quotes at the same time;
* Added an Emergency Shutdown to Dysis Drive: Engages a brief overload in case of imminent collision with ally vessels, drastically decelerating the ship. Does not trigger if vessel is the flagship;
* Added a late game fleet that roams around Carina (spawns at military colonies on Nexerelin random mode). All ships have 3 smods, that don't disappear upon recovery, so take your chances and fight!
* Hopefully fixed Version Checker compatibility. Doing this is very annoying, but if this helps someone, its worth it I guess. (spoilers: it didn't work, perhaps I will try more in the next update)</content>
  </entry>
  <entry>
    <title>Reverse Engineered Private Arsenal 1.2.4</title>
    <id>tag:starmodder,2026:release/reverse-engineered-private-arsenal/1.2.4</id>
    <updated>2026-07-16T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/reverse-engineered-private-arsenal"/>
    <content type="text">Reverse Engineered Private Arsenal went from 1.2.0 to 1.2.4.

No changelog provided in the post.</content>
  </entry>
  <entry>
    <title>Free Cam 2025 0.2.1</title>
    <id>tag:starmodder,2026:release/free-cam-2025/0.2.1</id>
    <updated>2026-07-16T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/free-cam-2025"/>
    <content type="text">Free Cam 2025 went from 0.1.2 to 0.2.1.

modules no longer count as ships for ally cam</content>
  </entry>
  <entry>
    <title>Relationship Sales 1.2.2</title>
    <id>tag:starmodder,2026:release/relationship-sales/1.2.2</id>
    <updated>2026-07-15T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/relationship-sales"/>
    <content type="text">Relationship Sales went from 1.2.1 to 1.2.2.</content>
  </entry>
  <entry>
    <title>Forge Production 1.1.13</title>
    <id>tag:starmodder,2026:release/forge-production/1.1.13</id>
    <updated>2026-07-14T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/forge-production"/>
    <content type="text">Forge Production went from V1.1.12 to 1.1.13.

save compatible with V1.1.4+</content>
  </entry>
  <entry>
    <title>Reverse Engineered Private Arsenal 1.2.0</title>
    <id>tag:starmodder,2026:release/reverse-engineered-private-arsenal/1.2.0</id>
    <updated>2026-07-14T00:00:00Z</updated>
    <link rel="alternate" type="text/html" href="index.html#/mods/reverse-engineered-private-arsenal"/>
    <content type="text">Reverse Engineered Private Arsenal went from 1.0.0 to 1.2.0.</content>
  </entry>
</feed>
