Starsector tech mining. All planets are in the same system. Starsector tech mining

 
 All planets are in the same systemStarsector tech mining Hazard Mining Incorporated Junkyard Dogs (thinking of removing this) Scy Nation (Kinda weird sprites but man the ships are fun to fly) The Star Federation Legacy of Arkgenisis (otherwise known as the Anarakis Reparations Society, kinda weird one, sorta love em, they function quite different to the others)Starsector is a hard game, especially when you have no idea what to do

Find the farm world (s) first, then figure out where you can put mines nearby. 17. Check the storage of your colonies. # 0 - Alternates between low tech, midline and high tech sprites. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. Human beings can survive unprotected exposure to the surface conditions of (market). Battered and bruised miners are less useful. 0 - updated Sept 23 « 1 2 3. If you are almost to a destination and you get ambushed you can use the story point to skip the battle and get to the intended battle instead. . Explore. ) (One of the custom starts you can get for Nexerellin involves you having a personal quest for revenge on the head of the Sindrian Diktat. - Perform additional testing with Illustrated Entities and fix any bugs found to be caused by TASC. It's an industry that gives you diminishing returns of items you want, and decent credits-worth of. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. . That movie was the shit. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. cfg file. Depending on the level of ruins it can go for quite a while. Next Post [Starsector Mods][0. : med sized mining centric faction that focuses primarily on the out edges of the core worlds and. megaboto •. Mid Tech is amazing if you have the star fortress upgrade. Also consider Better Tech-Mining (By Yunru). Contribute to BriannaTheBrave/redlegion development by creating an account on GitHub. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. The only thing Starsector would benefit from releasing on steam would be. An outpost option is added in addition to "colonize" option for planets with ruins. Hi! New player here. : high flux, low hull, engines disabled etc. Raspberry7777 • 2 yr. An in. 4476 Posts 61 Topics. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. . You're wondering when to stop your tech-mining when ruins become literally unattainable. « Reply #37 on: February 28, 2022, 01:57:13 PM ». Their wanzers range from light fighter-infantry to frigate-equivalent monsters. ago. 3. ago. The biggest problem with Tech Mining is they will attract enemies from Diktat or other major faction. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. Heavy Industry is an industry. I've made Volturnian Lobsters a meme in a tabletop RPG. 9. 3. ) (One of the custom starts you can get for Nexerellin involves you having a personal quest for revenge on the head of the Sindrian Diktat. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. 95. when I started this game I roleplay as miner fleet I avoid all fight until I became rich. 6. Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. Increases colony income by 25%, or by 125% with an Alpha Core, a. HMI does add ships and stuff that make mining easier. It’s… an industry. Stealing an existing one from a faction in a raid. ago. The first month after tech mining is finished you are guaranteed one piece of rare loot no matter how crappy the ruins are, and a vastly increased chance for additional rare loot. High tech battlecruiser that goes really fast, it makes for a cool player ship. In fact, it always pays for itself. Best way to do it in my opinion is to simply reduce the DP limit when starting the game, this way the AI is forced to spawn only one at a time making them quite manageable by any decent mid to late game fleet. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. I wonder how you'll balance Starsector-tech in this fic because some of it is hilariously bullshit at times like dimensional-shifting,. Tech-Mining is an industry. •. Can't mine in vanilla. 1a] Hazard Mining Incorporated (Compatibility Ed. 5f) with. HMI (the faction) isn't just about mining anyway. A planet must be habitable for the biofactory embryo to be installed. The Hegemony is the dominant faction in the Sector. But that's silly for most players. Seems like it could be alright on cryovolcanic planets, my biggest issue with it is the crew/machine loss and ship damage. 95. Magellan Protectorate. 95. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al. [deleted] • 2 yr. basically any weapon/blueprint/colony item that's added to the normal loot list (so not [SUPER REDACTED] weapons) should show up there, including modded loot if they added it to. Fill Industry slots with (EDIT) 1)Commerce, 2) Tech Mining (when possible), 3) Refining or fuel production. Use AI cores for everything. plopped down a Tech-Mining industry, story-pointed it, and all I had to do was wait. search the big drone motherships and look through abandoned colony stations as well as tech mining. ago. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. Dumb question. IMPACT Silver Corp is a profitable silver mining company with three producing mines in Mexico. However, the upkeep cost is limited to 1. You don't even have to worry about losing transplutonic supply from losing a supply ship since. useless materials that other industries supply in vaster quantities. The Gargoyle is a large defense drone deployed by. An outpost option is added in addition to "colonize" option for planets with ruins. Auroran Military Markets of New Auroria and Lunarium sometimes sell Solvernias and Novaeria, have to be commissioned an cooperative. tech mining with alpha core. This effect can be superseded by other mods. ago. A single alpha core is worth $450,000. Firing some, then waiting (or venting), then firing more with a heavy blaster will do more damage in the same time as a mining blaster just fired. Added one new Utility ship that has tugs and mining lasers. Usually the whole reason I pick a system with 6+ planet with at least 2 ruins is that I can have more tech mining+AI farm to speed up everything. 0 (yunrutechmining) Unpack Blueprints 1. videogame_asset My games. Dyi/terraform taming care of upgrading said planets. ago. Any ship you stick a mining tool on can mine, and will be at risk of damage. 3. I've grown fond of this combat ring/star type of abomination. Midline has a mix of both and has all of its guns on one side, plus a faster rotation speed. These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. By default, only one can be built per system, but this can be modified using the settings file. Teck was originally formed in 1913 as Teck-Hughes Gold Mines Ltd. Has versions for 0. Re: [0. Starsector [0. 42K subscribers in the starsector community. , 0. modern carriers-gives carrier hullmods that can let you make diffrent carrier types. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. 2)Mining (Ores, Rare Ores, Organics, Volatiles) 3)Light Industry (Goods, Lux Goods, Drugs) 4)Salvage Yards (Ship Parts, Ship Hulls, Metals) 5)Farming (Food) Variable Assembler (Supplies, Fuel VPC) Size 6: Organs . •. You have to raid it over and over to get what you want. Ive modified the drop tables on yunru's slightly better tech mining by adding the item id of the industrial evolution items including the vpc so now the mod works and drops the industrial evolution colony items i basically copy pasted the item ID to the drop table maybe you can even tweak the table to be able to even give. 6. Use any extra deployment points to deploy long ranged ships to support your station, hit autopilot and go make a sandwich or something. A bunch of weapons beyond just the mining blaster add to your fleet's overall mining ability, which lets you kit out logistics ships with small mining weapons as a way to squeeze out value from their unused weapon slots. Edit: To be clear, this is a 100% serious response. Sojurn - Lots of small energy mounts and. Link (v1. It's an industry. you how much finished building if you have any orders from your heavy industry facilities as well as your loot from tech mining. The ore mined should cover the maintenance cost, so I intended to just build the station and the sling and forget about it (unless I use it for something else a little more important)Mod Details This mod adds the "Adversary", a player-like faction equipped with nearly all vanilla ships, weapons, fighters, and hullmods. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. 0. There are others, and it gets blurry in places, but for this post, these two are what’s important. Yunru's Pirates and Pathers. yes mjlornirs are Flux hungry and not very fit for low tech ship but consider majority of legion role was for supporting purpose having fast turn rate and good accuracy weapons was a better trade rather that having good flux and bad turn rate weapons who eventually make the ship it self moving for chasing a running opponent for entirely game. Valheim Genshin. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. Torpedo upon your shieldless gas can. . Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. Premium Powerups Explore Gaming. guarded in a Redacted system, with a warning beacon on it not to go to the surface, that was a host for tech mining. and Literature Religion and Spirituality Science Tabletop Games Technology Travel Popular Posts Help Center. megaboto •. Otherwise it sucks. r/starsector. As a low tech "upgrade" over the Eagle, a cruiser with 1000 armor, I kind of expect it to have at least 1k, maybe even 1200 armor. So probably not worth it if you have access to most and can farm AI cores but can be useful in the mid game I guess. Focus on avoiding planetary features that lower accessibility, like high gravity. I find the valiant 9th+ gen wanzer is a. Honestly it's less High Tech and more "Tempests, Omens with an Astral and Aurora on the side". 96a] Too Much Information by Timid [0. The other way to do it is with TASC and craft the special items you need. 2D RPG/Trade/Fleet Combat Game. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. Elevate your Starsector gameplay with the [0. 2D RPG/Trade/Fleet Combat Game Starsector Stories Part 1 - Starsector Stories Gameplay Let's Play Playthrough-----If you enjoyed this video check my other current let's plays:Banished. 95. Has versions for 0. Repeat until you have enough cores. Based on available resources, Mining can produce the following. I never got anything good from tech mining. You never got that muh out of it, maybe a blueprint or 2 for the second tier but that made it basically impossible to get anything. If your colony attracts an expedition before Phase 1 is complete, just pay off the expedition with 100,000 credits (Intel - Colony Threats - Expedition - Avert Expedition Option) Avoiding Luddic Path CellsA Star Fortress is a tough opponent by itself. I went and checked the size 3 colonies, and. 25/3/23: Modified Campaigner, increasing its supply and fuel usage. , 0. Upon seeing the upgrade mechanics, I was very excited to see a. Setting up a colony with tech mining has a net cost of $135,000. that means there's only 50% of tech left These ruins have been combed through, though the chance for a few new finds still remains. the station, etc they are sending you to, IS there. Tech mining is the only way to find blueprints. 51K subscribers in the starsector community. The ship is designed to utilize its excellent armor to drop shields in. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. Larger colony size means more mining production. Read my forum guide on Tempests and Omens as well![0. 400 crew onboard beginning of the month; mining vessels in front of fleet list (elite crew only) with 237 veterans and 27 regulars in the cargo haulers, tugs and surplus; lost 52 veteran crew; ended up with 171 extra elite end of month. This effect can be superseded by other mods. It used to be called Starfarer. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. by InquisitorViktorTarr. . ticktockbent • 1 yr. Chance to find blueprints, modspecs and other rare items, based on the size of ruins being mined; Generates some basic commodities (fuel, supplies, metals, machinery); delivered to. Bring 3, I for each phase (leave the site immediately if it says 2 horrors and shave your fleet down. Nothing comes close to that. 95 and am not comfortable with switching (Plus all the tutorials are in . The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this. Starsector Beginner’s Guide Part 2 – Colony Building. When you've added the ones you want, enable them from the little "mods" link at the bottom of the launcher. It's actually game breaking. 40K subscribers in the starsector community. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. ago. Author Topic: MOVED: [0. Creates an independent Open Market on the colony. You build domain archaeology on a world with ruins. It re a ds your s a ve file, simul a tes your desired (size-6) colonies on a s m a ny combin a tions of pl a nets a s possible, a nd shows you which combin a tions a re the most profit a ble. So it has always been, so it shall be so long as humans are human. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 1) If stats need to come out of somewhere burn isn't it. After some months, the chances you find blueprint/rare item becomes so low, that is better to go and get those items by raiding, also freeing industry slot for something more valuable by deleting tech-mining. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. Face smashing optimized fleet in dock for short trips that require such input. Go to starsector r/starsector • by vernon9398 I'm totally not an AI administrator View community ranking In the Top 5% of largest communities on Reddit. On a few worlds I found vast ruins and therefore decided to set up tech mining, directed it to my main colony, and let it go. Low Tech Expansion, Midline Expansion, etc. (Not 20 months though- techmines should generally be replaced before then. Premium Powerups Explore Gaming. If Tech Mining is not possible, then both refining and Fuel Production. Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. 6. r/starsector • High tech is like Apple : Complete waste of money. My auxiliary ships usually outnumber the escort ships. It can only be found on the planet Nomios (controlled by Independents) in the Arcadia star system. Do industries like mining, light industry, refining and so on stack? I know that heavy industries increase the production cap but I'm wondering if I need a mining industry on each of these planets. Do tech-mined blueprints and items get delivered to your rally point colony? « on: November 29, 2018, 08:57:53 PM ». Slightly Better Tech-Mining 0. in the first month. Tech mining is 1 or 2. Once I got the colony's stability handled, it was simply a matter of having enough money to handle. Cryosanctum is a special non-industry structure. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3 Recreational drugs equal to colony size Deposits may be ore, rare (transplutonic) ore, organics or volatiles Tech-Mining: 150000¢ 45 days (Ruin size) * 500¢ These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. 1] Slightly Better Tech-Mining (Read 685 times)Where earth is destroy by a blue alien and a ship escape with all earth seed,animal dna , knowledge and has the capability to build a planet. Images [close] Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a. Backwater farm colony is. It used to be called Starfarer. Vast ruins are 8, and drops by 2 for every level under, if I recall. Re: [0. modified version of yurnru's slightly better tech mining on starsector which removes the industry slot requirement for tech mining and adds the industrial evolutions special items - GitHub - mo. 2. It also add tech-expeditions, which can be both good and bad. Download the archive for each and extract the contents to /starsector/mods. Elevate your Starsector gameplay with the Whisper's Techmining Alteration Mod, the choice for serious players seeking advanced features and customization options. Construct Mining Station "Construct a mining station in an asteroid belt or asteroid field. It can be built on any Colony with access to. Basically follow the above guide. Advertisement Coins. Author Topic: MOVED: [0. 4k) Also of ship are broken into fighters, and you can't order them, you can also use EndCombat command, there is two commands, Nuke destroys all enemies, but it won't end combat since its your ship preventing from ending, and EndCombat just ends it without killing all. . Low Tech is always "Meh" but you don't need fancy blueprints for it to be effective. However, the upkeep cost is limited to 1…. Mining Blasters offer extremely high damage in exchange for crippling flux draw - it's possible to build a ship around using them, but there's often better options available. I'm using Nex if that changes anything. Other than that i don't really bother with spending story points there. Content Unlocking Missions is a lightweight mod for those who want the 13 vanilla main menu missions to impact the campaign layer. Mining Drones: increase their radius to 1500, long enough to do something useful as support, give them a second Mining Laser, so that they're semi-effective combatants, give them a bit more armor so that they're more effective as meatshields, and decrease the rebuild time, so they don't feel like a one-shot. It can be built at any Colony that has some degree of ruins. Absolutely recommend. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. 2 fighter bays and plenty of missile mounts gives it a good chunk of flux free firepower, but the main. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. • 4 yr. Any ship you stick a mining tool on can mine, and will be at risk of damage. lol, i just found my industrial powerhouse planet, instant colony. It is a religious terrorist organization made up of radical adherents of the Luddic faith. | 296 followers on LinkedIn. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Does Slightly better tech mining still work? I want to add this mod but it says that it's outdated will it still work properly? I've heard that the outdated version crashes and the up to date one is rolled into the author's building collection, which is only available on the StarSector discord. Go to starsector r/starsector • Posted by. 9ggggggg Mod, the choice for serious players seeking advanced features and…. [111/100] 10 points get turned into stats The gears of industry gradually stir to life, and the remnants of the mining and refining sector fuel this resurgence. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3. Even if it takes 20months that still works out to $22,500 per month. Industrial Evolution has this wonderful addition of "Engineering Hubs" as a structure where ships can be left to be deconstructed to gain knowledge until their blueprints can be re-created. Hardly useless. Low tech and High tech stations are virtually the same. It's only downside is that it is a pure carrier and so it has almost no way of contributing to the fight. Only build a star fortress and whatever else you need to keep the colony above 0 stability. 95. close. The base tech-mining in Starsector 0. 1g) Ed. By becoming a member, you'll instantly unlock access to 2 exclusive posts. 350 votes, 108 comments. Biofactory Embryos have a base price of 120 000 credits. Plus the usual, probes, ships, research bases, mining bases and orbital habs. 95. In Starsector 0. 3/ provides *no* benefit to the colony. 6. It's. 95. -This broke colony competition since factions cant research or upgrade their buildings too and if they colonized a new system they will be stuck on a shitty tier one building. Just press "No thanks, continue to download" on the bottom of the pop up after pressing the "Download" button. With our comprehensive installation and usage guide, you’ll be able to install and use [0. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. Some nice things like blueprints and rare items are dropping some time after you build tech-mining. " ~ Folly of Greed, Jebidiah Exalted. Question though : is it intentional for me to find really powerful stuff very frequently ? Elevate your Starsector gameplay with the [0. ReplyIf all else fails, the core planets with heavy industries and orbital works might just give you the rare BP youre looking for. There are lots of ways to slice that pie, too, but let’s look at tech levels – namely, “Low Tech” and “High Tech”. You never got that muh out of it, maybe a blueprint or 2 for the second tier but that made it basically impossible to get anything. 95, and 0. Hazard Mining Incorporation. ago. 0 (unpackblueprints). Open menu Open navigation Go to Reddit HomeGo to starsector r/starsector. High. 0 coins. Has 100% hazard by default, and moderate ore resources. If the single highest demand for each legal resource is lower than the highest export in-faction, you get a 50% colony upkeep reduction. Tech-Mining does not provide any benefits to the colony. No need to think long-term with these. meanwhile, let colony grow, give as much incentives as possible . It used to be called Starfarer. Producing a commodity internally reduces the expenses of the industries using the commodity, on top giving you a place in the market for that commodity. At tier 3 star fortress differences hardly matter. 25 instead of a 1. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain. 3. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. People. The mod itself is interesting, add a faction if roaming minera/prospectors, that relies on refit ships and strikecrafts. You can build another fleet thingy to double up defense, you can. Continue Reading [Starsector Mods][0. Logged. 5t4t35 • 1 yr. 3. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. Writings. And finally attack your intended target. Advertisement. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. In fact, it always pays for itself. It can be built at any Colony that has a Spaceport. Especially early you just put your first AI cores into tech mining extraction and AI training then you'll be swimming in alpha core/weapon. 0 – Respawn Fleets Scale with Ships Lost [Starsector Mods][0. IMPACT's 100%-owned and operated underground silver mines feed a central. Intended as a reliable source and user of. All planets are in the same system. Orbital stations are equipped automatically. Hazard mining inc. an industry. In fact, it has no inputs or outputs colony-wise but every month it produces some salvage products, including chances for blueprints, AI cores, and nanoforges. And a good amount of atrocities. Level 3. 0. 96a] Unofficial New Game Plus 0. Culann is the only planet that can drop Paragon blueprints from raids. It can be installed into Light Industry. leaving the colonists cripplingly low on both food and the knowledge necessary to build and maintain advanced technology. 95 threats do not appear till the colony reaches size 4. speedup- gives a battle speed up good when is just clean up in battles or easy win. The first roll that you make from each ruins you tech-mine has a vastly increased chance to get special items like AI cores, blueprints, and colony items. It used to be called Starfarer. 40K subscribers in the starsector community. Increases Pather. 6. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. Carrier doctrine all the way. This will make the ruin refresh when techmining reaches a certain threshold and you can get infinite special items from them. Hazard mining incorporated supervillains adds two pirate like factions. Since, I don't believe I'm ready for the new balance changes of . Colonies were added in version 0. You can always do tech-mining later when you are richer, once you have 2-3 colonies but don't have 6 planets colonized yet, and no longer worried about income, go out and tech-mine all the big ruins you can find. HMI is very Vanilla-adjacent. 51K subscribers in the starsector community. I think it's from Roider Union mod, the ability to remove ruins. 1. It is slow to maneuver and has a relatively poor shield but its Burn Drive ship system lets it get out of, or into, disadvantageous situations quickly. 1a) I find it somewhat confounding that the Scarecrow has less armor than the Eagle it's based off of. Also, new Remnant-like faction. r/starsector. check the governor. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. +1 production (Mining). It used to be called Starfarer. Mining Complex Beta-Eleven, a designation I'd lifted from the fusion reactor's terminal, was, as the name implied a mining base. 0 coins. yep, and make notes. Depends on the size of the ruins. Wall collapse that had buried a co worker under 4 foot of brick. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. The first month is guaranteed to give special drops, the subsequent months give more monetary value in supplies than any other industry on a size 3 world (except mining 3/4 deposits with a +3 booster). So I found seele and it's research station, but I am really struggling against the horrors. But to turn it into structure just go to D:\Starsector\starsector-core\data\campaign and open industries with WordPad and find techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial" and.