File information

Last updated

Original upload

Created by

FxStryker

Uploaded by

FxStryker

Virus scan

Safe to use

About this mod

This is an overhaul mod for resources. The aim is to create more immersive, lore friendly resources to the game. Organic resources will be craftable, and inorganic resources will be made to need refinement after they are extracted from a planet. It's geared towards hardcore/survival players, but certainly not limited to them.

Permissions and credits
Changelogs



Summary
This is an overhaul mod for organic and inorganic resources. The aim is to create more immersive, lore friendly resources to the game. Organic resources will be craftable, and inorganic resources will be made to need refinement after they are extracted from a planet. It will be mainly geared towards hardcore/survival player, but everyone can use this mod.

Current Build - Version 0.4.2
This release has made edits to the base games resource generation, and planet atmosphere files. While it should be safe to load into a save, no corruption to existing saves cannot be guaranteed. It is recommended to start a fresh game when using this mod.

Please feel free to report bugs or issues that are encountered.


Version 0.4.2
Quick patch to fix planet resource scanning for surface rocks, vents, and seeps. Currently, unscanned resources show highlighted in green, but the function works properly. The radiant quest Drydock Blues has been updated to the asked resources to be ores. This is to restore gameplay balance to the vanilla version.


Version 0.4.0
This update has added custom fabricators for outposts to help speed along the refining process. Fabricators for every inorganic, and organic resource; their synthetic counterpart as well. Also custom meshes for the fabricators, the refines inorganic resources, and the unrefined organic resources. The base file also updated the resources to have a realistic weight. It is highly recommended to install the accompanying StarfieldResourceRevival Weight Patch at this moment. This is until the storage containers can be updated to store number of units instead of total weight (If this is possible).

Version 0.3.1
This is a quick fix for the latest release. Fixed a bug that prevented completion of the quests - One Small Step, Delivering Devils, and Red Tape Blues.

Version 0.3.0
The completion of the inorgainc resources is finally here. All inorganics mined from planets, whether by hand or extractor, produces ores for solids or impure substances for liquid and gas. These ore or impures will be used at the industrial workbench to produce their parent resources to be used in crafting recipes.

Version 0.2.5
The organic resources are now feature complete, and balanced for an even gameplay for the route players choose to take to obtain organic resources.

Version 0.2.0
In this build of the mod, a third option has been added for acquiring organic resources. The ability to synthesize the organic resources at a pharmaceutical station has been added. Each tier of resource is locked behind a matching research project as well. An expertise in chemistry will be required to progress towards synthesizing all known organics in the Settled Systems.

Quick note: these formulas are based on real world synthetics, or as close as I could get them. This is why there is a heavy use of Alkanes and Carboxs. With the caveat of using Starfield family logic to use higher tiers as catalysts in higher tier resources.


Version 0.1.1
The descriptions of the flora fauna resources have been updated to reflect they are now ingredients for resources, and not resources themselves. The skill requirement has been updated from chemistry to research method to allow chemistry to be used for synthetic organics coming in the next build. This has also move the resources through flora and fauna ingredients from the pharmaceutical table to the industrial. Pharmaceutical table will be used to synthesize organics in the next update. The research project name has also been updated to allow synthetic and inorganic resources to be addressed in the same category.

Version 0.1.0
This iteration has reworked the organic resources to make them craftable at the pharmaceutical station, but it's not a simple action. Each resource tier is locked behind a research project, excluding common, that will need to be unlocked. Once unlocked the resources will require a combination of harvested materials from flora and fauna, as well as a equal tiered liquid for crafting. You can read the changelog for extent of changes made.

Next build Plans
Further economy balances. Also to implement a patch to work alongside Workbench Filter Framework by ExoWarlock313. Currently Bethesda does not allow the creation of new workbenches so a patch will be worked on to use this mod and its features. It will be a separate patch just in case Bethesda allows custom workbenches in the future.

Road Map:
0.5.0 and beyond
- Further economy and gameplay balances