
Sylphon RnD
Brought to you by Nia and Nicke, a high tech fleet of purple ships arrives in the Persean Sector.
Downloads:
Patreon (no paywall)
Version 1.0
Requires:
LazyLib
MagicLib
Recommended Mods:
Version Checker
GraphicsLib
Nexerelin
Founded in a long-gone era, the Sylphon Institute for AI research was a small but leading institution in its field of research, making vast strides in the improvement and application of artificial intelligence. Decades of interaction with advanced alpha- and beta-level intelligences soon led to a unique culture within the growing institute as an ever increasing portion of members began accepting AIs as equal lifeforms and partners in their scientific endeavors. To avoid regulation, the institute built a new base of operations at the edge of the Persean Sector, reforming into the Sylphon Research and Development corporation.
It was only 10 years later that the catastrophic events of the collapse shattered the human Domain and cast the sector into an age of strife. Having only just finished construction of the most essential geofronts deep below the surface of the frozen world of Castrum and still lacking the ability to be self-sufficient, Sylphon entered into a contract with the aspiring Tri-Tachyon corporation, giving them the necessary stability to finish construction of the remaining necessary facilities in exchange for their expertise in AI technology. While this course of action raised many moral concerns within the board of directors, at this point composed of humans and AI equally, it was ultimately deemed necessary for the survival of Sylphon.
Staying under the radar in the following decades, Sylphon achieved self-sufficiency while avoiding political involvement in the chaotic post-collapse years. Having established themselves as a reliable think-tank and technical service provider, the young corporation entered into a multitude of contracts with most of the newly-established sector powers, assisting with anything from logistical planning to major military fleet refits.
Unknown to most, however, was a fortunate discovery by a Sylphon exploratory vessel at the edge of the event horizon of a black hole beyond explored space. An anomaly seemingly never encountered before by mankind, this black rift in space, sprakling with eerie purple lights, opened Nullspace to Sylphon. Bringing with it countless new technological applications, this discovery catapulted the small corporation into a technological renaissance.
A new pocket-dimension discovered by Sylphon, this dark void seems to be filled with an endless nothingness and not by accident. Governed by a powerful counterforce, Nullspace seeks to eject anything that enters it, be it solid mass or even any form of energy. This counterforce exponentially grows as long as an entity remains within nullspace trying to enter nullspace unprepared would rip even the sturdiest warships apart.
Using a special conduit technology, Sylphon vessels are capable of channeling this counterforce into a temporarily controllable stream of chaotic energies, enabling them to skim or even fully enter nullspace for extended periods of time.
Space within nullspace appears to be uniquely distorted, accelerating all motion within it without affecting the flow of time like p-space.
Features
– High Tech ships that like to fight up close and personal –
– Unique nulltech-based mobility systems, designed to reposition and flank rather than hit and run –
– A series of armored high tech ships capable of parrying incoming fire to recharge their shields –
– New energy and missile weapons with unique quirks –
– Two new systems on the edge of the sector with more to come –
– The pink planetbuster laser you’ve always wanted –
– Glorious purple spaceships –
Gameplay hints
– While a high tech faction, Sylphon ships are for the majority designed to stay in the fight
– The Dread Eagle is a powerful flanker, but its teleport has a long cooldown and can get it in sticky situations
– Sylphon missiles are designed to fill unique roles and aren’t a replacement for vanilla missiles
– Nanolaminate Armor ships can use their ship system to “parry” strong incoming fire
– Weapon flux per second displayed in outfitting does not take into account the flux discount from the integrated nullspace conduit hullmod
– With a number of fully automated ships and drone fighters, Sylphon fleet aren’t very crew-intensive, but this comes at cost of supply efficiency
SHIPS
Things this mod does NOT include:
– SWP Arcade boss ships
– Singularity Torpedos
Credits and thanks:
Nicke – For joining the team and elevating this project to what it is now with his scripting skills
MesoTronik – For doing many of our sounds and bitching about issues when it was needed
Soren – For assistance and design advice along the way
Tartiflette – For teaching me how to make half-decent sprites, even if he didn’t mean to, heh
Originem – For inspirations and letting me learn how to mod with Borken (go check it out if you haven’t)
The entire Starsector Discord – For advice, help and testing
Recent Changelogs:
Want to support me financially for whatever reason? I now have a Patreon set up if you’d like to give some monthly tip money. None of my mods will ever be locked behind any sorts of paywalls, of course. This is purely if you’d like to help me out.
Nia Tahl and Nicke535 is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector’s EULA
Trying it now.
Download here
Changelog:



Congrats on the release, Nia and Nicke, it’s been really cool watching you guys build Sylphon step by step.
Download here
Fixes a crash that could occur when overloading with certain ships under certain circumstances. Also added custom station sprites while we were at it.
Changelog:
Download here
My apologies

I’m guessing its a beamship? My favorite.
A must try next run. GJ.
629695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain – java.lang.RuntimeException: Ship hull variant [SRD_Celika_support] not found!
java.lang.RuntimeException: Ship hull variant [SRD_Celika_support] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.
at com.fs.starfarer.campaign.fleet.FleetMember.
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Will update the mod with the fix soonish.
After 20 minutes of play, the game hangs on saving with your mod.
(please ignore the allocation part if you’ve already gone through the steps of modifying your Starsector, without need of replacing the jre folder) – 3 comments down
Are you playing on the “Iron” mode, which doesn’t have the Save Copy feature?
That could be the cause, or something else entirely.
Save Copy, sadly, is the only mitigating feature that stops save hangs, unless the mod is directly affecting even Save Copy itself.
With a 6GB allocation (dependent on how much RAM is available at all times), this will allow saves to go through (no guarantees).
After 20 minutes of play, the game hangs on saving with your mod.
The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:
1. Increasing the amount of RAM you allocate to the game. Have you
followed these instructions to increase your memory allocation?
2. Upgrade Xstream:
TheWikiFish: XStream
Third party library used by Starsector when saving. Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this
- Go to x-stream.github.io for the latest version. Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder Starsectorstarsector-core
- open text file Starsectorvmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!
3. You can monitor the amount of memory being used with the
Console Commands mod, and quit and restart when console commands shows you its memory usage warning.
4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.
5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.
If you join the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.