[Starsector Mods][0.9.1a] Sylphon RnD 1.0

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Sylphon RnD
Brought to you by Nia and Nicke, a high tech fleet of purple ships arrives in the Persean Sector.

Patreon (no paywall)

Version 1.0


Recommended Mods:
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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.

Nullspace and Nulltech

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.

– 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


Spoiler: click to expand


Furika – Celika – Catora



Ascordia – Etrika – Silverhead – Tarima – Tilia



Dread Eagle – Valestri – Rakia – Eolia – Synastry – Sylvetra



Seresvalla – Frelia – Equilibrium – Finis Astra – Replekia



Mariana – Buffalo (SRD)

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:

Spoiler: click to expand

– Eolia
   – Deck count reduced to 2
   – Dissipation increased to 600
   – Armor increased to 600
– Synastry
   – Increased built-in beam damage
   – built-in beam now inhibits movement of targets
   – System changed to Nullpoint Barrier
– Valestri
   – Increased burn level to 8
   – Increased armor to 1200
– Replekia
   – Increased armor to 1500
– Dread Eagle
   – Increased burn level to 9
   – Increased armor to 700
– Rakia
   – Increased burn level to 9
– Equilibrium
   – DP lowered to 50
– Finis Astra
   – Beam Damage roughly doubled
   – Halved ppt cost to fire
   – Götterdämmerung now pierces fighters
– Ascordia
   – DP lowered from 30 to 26
– Etrika
   – Shield efficiency increased from 1.1 to 1.0
– Silverhead
   – DP lowered from 12 to 10
– Rakia
   – System changed to HEF
– Various beams now properly pierce missiles

– Valestri
   – Reduced flux capacity to 14000
   – Increased shield upkeep ratio to 0.4
   – Increased DP to 28
   – Reduced armor to 1100
   – Adjusted mount arcs
   – Changed two missile hardpoints to synergy

– Dread Eagle
   – Generally overhauled
   – Ambush spec removed
   – Flux stats buffed
   – Mobility slightly buffed
   – System changed to Slip Drive
   – DP reduced to 26
– Furika
   – System changed to HEF
   – Dissipation increased by 50
– Equilibrium
   – No longer zaps friendlies
– Nanolaminate armor hullmod
   – No longer zaps friendlies
– Tarima
   – Veritas damage increased from 400 to 500
– Silverhead
   – System changed to slip drive
– Vril
   – DP reduced from 12 to 10
   – Base value lowered to 30000

– Armor Polarization
   – Duration increased to 3s
   – Cooldown reduced to 0.5s
   – Now can hold 2 charges
   – Regenerates 1 charge every 10s
– Adjusted base costs of capitals down slightly

– Fixed Sylphon missing their capitals

– Commissioned Crew Support
– Innocentis Swarmpulse

– Updated Nex integration
– Demiurge built-in on ‘Balance Unto All’ HVB reworked
– Zealot Rail-repeater
   – Improved sprite
   – Changed firing pattern
– Dignity Pulse Repeater
   – Improved sprite
   – Lowered time to reach full secondary RoF
– Mariana variant blueprints now come in a single package
– Seresvalla
   – System changed to “Conduit Overdrive”

– Various adjustments to DP- and credit-values
– Radiant Dawn
   – gained increased impact, slowing down targets hit
   – added 100 EMP dps
– Clemency
   – slightly increased rate of fire
– Added Predictive targeting hullmod to Etrika, Valestri and Replekia
   – increases energy weapon range by a flat 100su

– Eccentric ships are now HVBs
– Removed Outcast
– Cleaned up stuff

– Reduced Raphiel range from 2500 to 1500
– Reduced Raphiel speed from 600 to 500
– Increased time between Raphiel salves to 5s and 10s for small and medium variants respectively

– Fixed various BPs being obtainable from raiding. For real this time

– Properly updated Flux Exchanger system description

– Reworked overall behaviour of nullspace skip
   – Increased duration
   – Increased cooldown
   – Boosted agility while active
– Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
   – This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
   – Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
– Reduced Equilibrium DP from 60 to 55
   – While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
– Doubled Rakia’s flux generation from cloaking
– Buffed Tarima’s built-in weapons a bit
   – Base damage increased from 400 to 500
   – Kinetic/HE split is now 3:1   
– Updated Sylvetra
   – Increased Dekris range from 600 to 700
   – Increased Dekris metal gain from beam damage
   – Added an additional small energy mount for range-finding purposes
   – Increased OP from 100 to 110

– Fixed certain blueprints being obtainable from raiding Sylphon markets
– Made Fighter weapons visible in codex

– Reworked the Finis Astra and Götterdämmerung
   – System now only halves turnrate to allow aiming while anchored
   – Weapon damage type changed to kinetic, beam damage reduced slightly
   – Now spawn shield-piercing EMP-arcs on final blast
   – Reduced bonus damage based on target hp to 25%
   – Halved chargeup duration of the weapon
   – Brought bombardment and ground support levels of the ship up to II Titan standards
   – Added doubled CR degradation after ppt runs out
   – Each shot of the Götterdämmerung now reduces remaining ppt by 30 seconds
   – Increased Finis Astra ppt to 540 to compensate

– Benison
   – Lowered damage from 300 to 120
   – Lowered refire delay to 0.5s

– Increased Furika top speed from 110 to 130
– Increased Celika top speed from 110 to 120
– Lowered Dread Eagle shield efficiency from 0.8 to 1.0

– Major tweaking of FP values for all ships. Too many to list here, but generally FP values went up, which should result in Sylphon fleets being less oversized.
   – Celika DP 8 -> 7
   – Etrika DP 18 -> 12
   – Tilia DP 14 -> 12
   – Synastry DP 30 -> 28
   – Eolia DP 25 -> 22
   – Equilibrium DP 50 -> 60
   – Frelia DP 50 -> 45

– Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
– Ships:
   – Equilibrium base shield efficiency lowered from 0.7 to 0.8
   – Equilibrium dissipation lowered from 1200 to 1000
   – Replekia shield efficiency lowered from 0.9 to 1.0
   – Frelia shield efficiency lowered from 0.7 to 0.9
   – Silverhead shield efficiency lowered from 0.7 to 0.8
   – Furika top speed lowered from 140 to 110
   – Celika top speed lowered from 140 to 110
   – Ascordia top speed lowered from 110 to 100
   – Dread Eagle flux capacity lowered from 18000 to 16000
   – Valestri dissipation lowered from 650 to 600
   – Sylvetra shield efficiency lowered from 0.8 to 1.0
   – Synastry dissipation lowered from 700 to 600
   – Frelia dissipation lowered from 900 to 700
– Weapons:
   – Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   – Increased Embrace flux/shot from 45 to 50
   – Increased Radiant Dawn range from 850 to 1000
   – Lowered Purgatory range from 800 to 750
   – Lowered Adloquium range from 800 to 700
   – Increased Benison flux/shot from 300 to 330
   – Increased Zealot flux/shot from 20 to 24
   – Increased Zealot emp/shot from 10 to 20
   – Reduced Raphiel EMP damage from 200 to 100
– Fixed Sylphon not registering for the bounty system

– Added civilian grade hull to both Mariana variants
– Rewrote description for Seresvalla’s system for better clarity

– Nerfed Rakia’s flux stats across the board
– Lowered Rakia ppt from 360s to 300s

– Added Core Blueprint Package to Nex starts
– Reworked nullspace skip system slightly and readded it to Ascordia and Silverhead
– Iridescent will no longer spawn in Remnant fleets cause it sucks. Might rework it one day, but not now
– Added various 0.9.1a functionality

– Increased Indulgence damage from 10 to 20, increased refire rate to 1.8s. Now more bursty and slightly improved dps
– Increased ammo count of all Exalt missile launchers and lowered OP costs
– Reduced Equilibrium base shield efficiency from 0.6 to 0.7
– Adjusted ship prices in accordance with 0.9.1a values

– Fixed various Sylphon shipsystem graphics rendering incorrectly, which was introduced some 6 months back
– Fixed Flux Exchanger using outdated code to check for nullspace conduits, which caused issues with Outcast ships

– Reworked Raphiel to fire in larger bursts with lower per-missile damage. Less effective against armour now, but gained a bit more firepower against shields.

– Lowered Adloquium’s per-shot damage and lowered refire delay to make the burst damage less abusive
– Lowered Catharsis armor and shield values
– Lowered Disavowal range by 50su and fixed flux values
– Lowered Celika’s dissipation from 300 to 250 and shield efficiency from 0.7 to 0.9
– Removed Exalt ammo regeneration and upped base ammo to compensate (subject to further change depending on how they perform)
– Halved RoF for Celemency pulse
– Changed the Catharsis’ missile battery to fragmentation damage

– Fixed an issue with the Metafalica’s guns that caused them to fire off-target
– Fixed an issue with the Metafalica’s burst rounds that caused them to sometimes reorient

– Trails on Sylphon weapons are now considerably less CPU/GPU intesive at excessive time slowdown/speedup, at the cost of small amounts of visual pop-in at those moments for very fast projectiles
– Added Ambush Spec hullmod to Dread Eagle, boosting active vent rate by 50%
– Increased Dread Eagle flux capacaity from 16000 to 18000 and reduced dissipation from 500 to 400
– Changed Paja to be magazine-based

– Fixed some errors regarding the Frelia’s convertable hangars
– The Drone Carrier hullmod now properly sounds an error when mounting incompatible LPCs
– Fixed Sylvetra crash error
– Fixed chain-lightning style weapons such as the Clemency Ping triggering multiple times if the ship moved fast enough

– New engine colour for most ships
– Changed Silverhead to skimmer system due to various issues with nullspace skip

– Adjusted a few more ship prices
– Lowered Rakia flux capacity from 18000 to 14000
– Improved Harrow’s tracking ability

– Added Vesperon support

– Changed the Sylphon paintjob some

– Readjusted DP values for multiple ships

– Fixed broken MagicLib check on game load

– Changed Valestri mount types around a bit. Medium hardpoints are now missile mounts while small hardpoints are now energy

– Increased Valestri’s dissipation from 600 to 650
– Some more minor adjustments to ship prices

– Fixed the Exalt fix

– Fixed crash that happens when installing Shield Bypass on a ship with a Nullpoint Shield
– Improved AI handling of Exalts

– The Metafalica’s Type-3 shells are now splitter-shells
– Updated the hullmod description for the Variable Ammo Loader
– The Sylvetra’s nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)
– Added a small sound effect to the Sylvetra’s nanobots when refilling a missile

– Fixed the Frelia having incorrect shield color
– The Ravana now properly uses two Embrace S instead of two Embraces
– The Embrace S can no longer be gained from blueprints, and does not show up in refit

– Adjusted the base prices of most weapons and some ships to be more within vanilla ranges
– Reduced Valestri shield efficiency from 0.9 to 1.0

– Added a new Hydroponics industry exclusive to Sylpheed Station, which replaces its old Farming industry
– Nex support

– Catharsis is now a drone fighter
– Sylphon markets now generally have AI cores on their industries; bigger markets have more cores

– The Nanobot Beam now deals its extra damage in smaller amounts at a time (same overall DPS)
– Nerfed Catharsis across the board
– Furika dissipation lowered from 300 to 250
– Replekia OP reduced from 310 to 260
– Catora OP reduced from 55 to 50
– Silverhead
   – dissipation reduced from 450 to 400
   – top speed reduced to 70
   – acceleration reduced to 60
– Etrika top speed reduced to 60
– Dread Eagle top speed reduced to 60
– Eolia dissipation reduced to 400
– Tilia dissipation reduced to 200
– Tarima dissipation reduced to 350
– Replekia dissipation reduced to 800
– Ravana
   – hitpoints reduced to 400
   – weapons changed to miniature Embrace with lower damage and without EMP cycler feature
– Valestri dissipation reduced to 600
– Lowered Stricture S damage by 20%

– The Apocastasis’ secondary effect now works as intended (broke during some unknown patch, maybe even at release)
– Actually implemented the balance change for the Dread Eagle properly
– Hopefully fixed a crash related to hullmods that remove shields and the Prototype Nullpoint Shield
– Fixed some issues with sylph core detection for eccentric cores

– Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
– Added the Sylvetra nanotech cruiser
– More not yet available additions (unless you console them in)
– Added GraphicsLib support (GraphicsLib still won’t be required, though. Things will just look nicer if you have it now)
– Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions

– Removed Okarra
– Removed Hymnon
– Removed Hubris

– Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
– Sylph Core variants now have unique sprites
– Updates to some sprites
– Upgraded Replekia with fancy vernier thrusters
– Reworked Valestri to fit the Okarra’s now vacant role as anvil
– Changed the sounds of the Götterdämmerung (credits to MesoTroniK)

– Increased Equilibrium supply costs to 55/55
– Lowered Dread Eagle’s dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it’s meant to be a different kind of ship)

Known Issues:
– Apocatastasis special effect doesn’t apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)

– Added the Synastry and its built-in weapon, the Apocatastasis [say *that* fast 5 times]- Added some secret things that aren’t yet obtainable

– The Frelia no longer has super-heavy mount points; instead, it has two large energy slots (which can still be turned to fighter bays if left empty)
– Moved multiple weapon blueprints into the rare category
– Added new sprites for Sylpheed Station and Ozma Station
– Random behind the scenes adjustments for stuff
– Minor system spawning adjustments
– Added “Stable Locations” to the two Sylphon systems
– Adjusted blueprint rarities for most ships
– Removed Sylphon experimental BP package
– Updated autofit tags for most weapons

– Ozma Station is no longer a freeport *twice* (don’t ask how that works): only works on new saves, unfortunately, but it’s not serious enough to make a new save over anyhow
– Ozma Station now properly has a Low-tech battlestation (also only on new games, but honestly don’t bother with it if you’re in the middle of a save)

– Fixed Vril-related problems
– Fixed certain built-ins showing up as modular weapons

– Added 0.9 integration
– Added a unique industry to Sylpheed Station allowing it to tech-mine Preatorium remotely (and some lore-gibble preventing Preatorium from being colonized/looted)
– Added the Vetra-class kinetic bomber

– Now uses and requires MagicLib; all old code which is included in MagicLib has been refactored and many old scripts have been removed

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.

Sylphon RnD Mod by

This looks amazing! 

Trying it now.

Small patch to fix some issues.

Download here


Spoiler: click to expand
-Added Comms Relays to Nym and Rofocale systems
-Added custom hullmod for automated ships to avoid conflicts with SWP

-Lowered Rakia armour and dissipation, buffed flux capacity
-Exalt ammo regen speed halved

Man, I don’t usually play with mods much because to me they just don’t have the same feel like the vanilla, ships and weapons wise (idk i’m weird). But this, holy *** is everything about this phenomenal. The ships are gorgeous, weapons feel great to use, everything is so vibrant and well made it seems like Alex made this as an expansion of sort. Hats off to you magnificent people for this mastapiece.

Great job ;D;D;D

It’s out! (And now I no longer need to regularly search Discord for the latest dev builds)

Congrats on the release, Nia and Nicke, it’s been really cool watching you guys build Sylphon step by step.

Hotfix time

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.


Spoiler: click to expand
-Added custom sprites for Ozma and Sylpheed Station

-Fixed a crash related to the integrated nullspace conduit hullmod

Double hotfix. No changes, just fixed files

Download here

My apologies

I really like Seresvalla’s look, the ring makes the silhouette stand out a lot. Sleak and sexy  8).
I’m guessing its a beamship? My favorite.

A must try next run. GJ.

Hi Nia Tahl. I have an error message when starting “new game”.

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.(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.(Unknown Source)
   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)

There was an error in the settings for the large combat start. My apologies. You can either select a different starting fleet for now or drop the attached fixed file in Sylphon/data/config/exerelinFactionConfig

Fix here

Will update the mod with the fix soonish.


After 20 minutes of play, the game hangs on saving with your mod.

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

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

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.

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