
Requires LazyLib and MagicLib
This ship pack provides a wide selection of more than 30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles. They range from the uncommon and unconventional class to some properly rare (and expensive to deploy) super-ships. Still, everything should be balanced with proper strengths and weaknesses; including some new balancing levers such as exotic weapons interfering with each other, to avoid any power creep.
The intent here is to offer enough different “white whales” that you are both guaranteed to encounter several of them in any given run, yet each would be rare enough that you won’t be able to collect them all in a single play-through. If you are using Nexerelin however, you will be able to start directly with some of the uncommon ships. I would even advise trying some of the very enjoyable “player-bait” destroyer starts.
Disclaimer: Remember when I caused a bit of a fuss by releasing
an ominous teaser hinting at a mod called “Seeker” that would have been all about quests and non-human artifacts you’d get to hunt and study? Hahaha I do too, good times… I really bit more than I could chew then.
Sadly no, this mod is not that Seeker mod. While I do hope to be able to add some narrative elements at some point, this off-shoot of the Seeker project only contains somewhat regular ships, obtainable by regular means… Well, mostly. There are still a couple of fun surprises hidden in the sector.
At some point, I still hope to resume my work on the other Seeker, now code-named “Everlasting Giants”, but I wouldn’t expect any progress on that front for maybe a year or two.
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Made with Trylobot and Deathfly’s Ship Editor
…And now I need to start a new game. And gosh dang it, I’d only just found an actual good star system with a cryosleeper! (First one I’ve seen, in, well, ever…)
Having weird stuff and secrets stashed away in the corners of the world is such an appealing idea for starsector, I love it. And the interesting “normal” ships in SEEKER are always a joy as well. Your mods are always unique but this kind of “white whale” idea as you put it is really perfect to round out exploration and collecting in starsector, and its always a staple in my games. I look forward to any updates!

major spoilers, don’t ruin it for yourself
In fact all the things here was alot of fun to discover and its really the variety that make this great. Damn fine work
They have been 100% independent mods for 8 months now. (Besides, even at the time of the split there never was any major issue when using both anyway)
Oh, great! Somehow I imagined duplicate ships when I had them installed together the first time.
Looking forward to driving a Cassowary again.

This updates includes the big rework of the Onyx-class battleship, with a much needed new sprite. I also buffed the 557-class a bit as it was a smidgen underwhelming. And of course there was some various bug fixes to implement.
But the meat of the update is a first polishing pass on the hidden things you can find out there. Shout out to Avanitia for their invaluable feedback in this regard. I don’t want to say too much about the changes since that stuff is best experienced cold, but if you have an idea of what I’m talking about, well now they have more toys to play with.
Please note that some of those improvements will require a new save to take effect.
Additionally, with the Onyx rework this update also has a chance to break existing saves. In such case you can revert to the previous release to keep your progress.
Also the civilian capital ships showing up in Hegemony or TriTachyon war fleets is very silly but not much of an issue.
Fortunately I intend to change that when 0.95 is released. Then most of the rarest ships will only spawn as rare or unique bounties I will be able to control the frequency of.
EDIT: Unfortunately it seems like it didn’t quite work, I just got another CTD from the marksman.
EDIT: Unfortunately it seems like it didn’t quite work, I just got another CTD from the marksman.
I’ll need a lot more context than that because I don’t have any issue. Was it in simulator or in a proper battle, on your side or the enemy’s, with an officer, no officer, or your ship in autopilot. Do you have any mod that affects officers or the AI?
Have you try to run Starsector with this mod (and requirement) alone?