Can be considered a modular part of this overhaul.
Permissions and credits
Credits and distribution permission
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Author notes
Translations are exempt from the above restrictions and may redistribute whatever files and assets are required for the translation. The translation must require the original mod.
Patches or extensions are explicitly allowed as long as they require the original mod.
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Donation Points system
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Provision costs now go towards real provisions added to your cargo hold if Crew Eats Food is present
(Previously, it was implied that your crew simply eats the credits.)
Version 0.90b
System:
Notifications settings optimized
Message flow improved for Verbose setting
All mod sounds will respond properly to Mute setting
Debug now shows before standard notifications
Debug disabled temporarily in Streamlined mode
Majority of functions reorganized for easier maintenance
Handling:
Strike/bounty system flow optimized
Streamlined setting now caps costs correctly
Ship:
Fuel costs now have slight inverse scaling on location wealth to simulate material costs
Port:
Calculations optimized and reorganized, some scaling inverted as with fuel costs
Player Commerce and Negotiation skills more strongly influence scaling
Level scaling flattened slightly
Bonuses:
Citizen check for UC no longer triggers early
Most stipend values adjusted
Station:
Minor function optimizations, costs reduced slightly
Maintenance:
Complete system rework.
Serpent's Embrace mechanic no longer breaks the counter
Regular maintenance now removes a % of damage to avoid breaking the counter
Engine Refit now caps at 7x ship costs if unlucky
Heatleech event now costs up to 5 figures if unlucky
Heatleech and Refit events cannot trigger in the same port call
Heatleech tracker runs independently of maintenance system
Functions optimized for speed
Version 0.81
Fix for snowballing costs from faulty Trade Authority fee calculations (Sorry!)
Version 0.8
System:
Shutdown function added
Notifications setting added with Verbose, Debug, and Mute options
Message padding slightly reduced (previous length was based off of poor system handling on initial landing)
Bonuses:
Constellation and Jemison grant caps raised by 10 levels to 25 and 35
Jemison grant amount increased, doubled in new atlantis
Quest stage check fixed for UC citizenship
Crimson Fleet Tribute adjusted
Version 0.7.5
System:
Extraneous debug variables removed
Port Dues setting now only removes Fuel costs, still charges for Provisions and Ammo
Total soft-cap lowered to ~28,000 credits for Streamlined setting (previously 31,000)
'Constellation paid port dues' message now plays credits sound instead of ITM_BookDown
Leftover debug message for Dazra is now MESG record
Starstations:
Constellation-exclusive message at The Eye now checks if player ship is Frontier
The Key is more expensive and no longer functions after certain quest conditions are fulfilled
Staryard maintenance is slightly more expensive across all ship tiers
Maintenance:
Landings are now correctly tabulated (previously, the counter only registered when dues were paid in a settlement)
Sanity check added to ensure counter does not go negative
Heatleech event now correctly checks save roll when determining how much to de-increment the counter
Version 0.7-SS
Check added for Shattered Space city in script. Check added for outpost keyword to avoid triggering mod costs in player home locations (if properly tagged.)
Version 0.7
System:
Handling greatly improved - events are better defined so the mod will only trigger once you have left your ship.
Fast traveling to a port location will still trigger just like in the previous version.
Star-stations added that perform real maintenance.
Auto-detection added for SKK Fast New Game and SKK Crimson New Game
Vanilla startup refined with new messages
Added further checks to location change system to avoid double-billing
Code optimized by utilizing more efficient function calls
Ship costs:
Major under-the-hood rework - see description for details
Enhanced fuel efficiency simulation
skill checks added to fuel simulation
Ship costs now scale off of location
Port costs:
Scaling adjusts off of level
Station costs:
Implemented in 0.7. Fully integrated with new Recurring Costs system.
Recurring costs:
New category that builds on the wear-and-tear system
Minor maintenance logic improved
Heatleech event logic improved and enabled by default
Periodic Overhaul event logic improved and enabled by default
Bonuses:
Reputation system further expanded and logic improved
Total costs:
Softcap system now only available in Streamlined mode.
Softcap logic refined and level scaling added.
Version 0.5a
Adds a soft-cap to final calculated cost. Will be removed once scaling logic is refined some more
Version 0.5
Plugin:
Rebuilt from scratch without wild edits. Clean save or new game required
System:
System waits until player has arrived on Jemison to initialize
Message delay added as global _cosMessageDelay
All Costs:
Difficulty modifier added as global _cosDifficulty
Ship Costs:
Fuel cost simulation enhanced significantly
Ammo system fixed
Provisions system reworked
Medical system added
wear-and-tear 'microsystem' added
skill checks added
Port Costs:
skill checks added
Social costs:
rebalanced for much greater disparity between locales
Bonuses:
all calculations fixed to prevent unwanted accumulation
multiple quest and world state checks added
more interaction with other systems
Gameplay Options:
Options now scale both ship and reputation modifiers
World:
lore/tip books added to several vendors via LL injection
Experimental:
random event system added with rare expensive occurrences on port call
can be enabled via global _cosBurstDamage
Shattered Space:
Logic implemented to allow those with Serpent's Embrace to travel for free in Varuun space. Not hooked up yet for obvious reasons
Version 0.2alpha
New ship scaling algorithm. minor script fixes. Plugin unchanged
Space travel in vanilla Starfield is inconsequential and, despite all relevant dialogue indicating the opposite, costs absolutely nothing. I wanted to address this without introducing friction to the player experience.
I love hardcore needs mods. However, I don’t find myself enjoying the interactions as much in a game like Starfield as I do in, say, Fallout. I wanted to strip back what ‘needs’ mods do and create something a bit more abstracted.
The solution to both of these was, of course, credits. They are the main way you interact with the game systems, but in the late-game they can become as inconsequential as travel. So, Cost of Spacing simply takes credits from the player when they make port to simulate all of the costs of space travel at once.
A wide variety of factors, such as your ship stats, skills and traits, port of call, factional allegiances, and more are all taken into account to dynamically determine costs, then you are charged accordingly and can go about your business. This should incentivize thoughtful travel and shipbuilding, as well as more interaction with the game world’s factions and mission systems. It should also be completely seamless and never get in the way of the game experience.
Spacefaring Economy is highly recommended. It scales most space-related costs and rewards around the idea that space travel costs credits.
Version 2.0 has been released.
This is a complete rework of the mod. A clean save is required. Here are the new features since the last stable release.
System
Total rewrite.
Previous exceptions like fast-traveling to Neon Core are handled properly.
The system can initialize on new game or mid-game seamlessly.
Separate settings have been added for auxiliary systems.
Streamlined mode offers similarly refined scaling to Simulation.
Real Fuel uses same logic as Simulation mode instead of approximations. Costs
Ship size and stat scaling is smoother with fewer oddities.
Location and level scaling are smoother with more variance.
Inverse scaling to simulate material availability has been added to some costs.
Player skills and traits have more impact on overall costs. Notifications
Tutorials are more immersive and appear more frequently.
A notification is presented when changing ships with some information on how it is recognized by the system.
All notifications should feel more responsive.
A help dialog has been added to the in-game Help menu.
Some load screens have been added with tips on managing your costs. Compatibility
The mod consists of a monolithic system. When the player lands in a settlement or enters a properly equipped starstation, all relevant calculations are performed and ship costs are determined dynamically. You are then charged for all costs - and if you are unable to pay, you may incur a bounty after three strikes.
How are costs determined?
The port dues are split into three distinct types of Costs, a Stipend system, and a Maintenance system. There is also a Penalty system handling delinquent payments and a Skill system that lets you influence costs.
Costs
Ship Costs scale off of your ship’s size and crew complement. They simulate Fuel, Ammunition, Wages, and Provisions.
Port Costs scale off of what location you are visiting. They simulate landing fees, ship services, and even heatleech inspections.
Social Costs are small, flat taxes unique to each city. They don’t really do anything, of course, you just have to pay them - it's just like the real thing!
Stipends
These are varied and are entirely influenced by player choice, background, and factional allegiance. Not all are positive, so beware!
Constellation Stipend - Captains piloting the Frontier can travel for free on Constellation’s dime below a certain player level. As Sarah says, getting a free room and ship is a pretty good deal.
Jemison Independent Pilot’s Grant - Captains that are unaffiliated with any of the game’s major factions receive a grant from the UC government to offset their travel costs until they have acclimated to the space economy.
Travel Allowances and Stipends - Various factions (such as the Vanguard or Rangers) have set aside budgets to offset travel costs of their pilots. This is established in lore and dialogue, but strangely not implemented in the vanilla game.
Maintenance System
Travel will slowly accumulate ‘wear-and-tear’ to simulate systems damage taken from regular use. Whenever you make port, there is a chance you will incur a slight cost for maintenance, which will remove some of this simulated damage. Maintenance is performed for free at your Outposts and certain unique starstations.
There are also two ‘catastrophic’ events that may trigger if wear accumulates past a certain point - Engine Refit and Heatleech Infestation. An Engine Refit is a complete overhaul of ship systems that reduces all damage to 0. Heatleech Infestations run on a separate system and trigger very rarely.
Repairs will automatically be conducted if your hull is very low when making port. It's for your own safety - but you do have to pay for it.
Penalty System
I have opted to keep the punishment system simple, so instead of what you might expect from a needs mod - like ship or player debuffs - the mod operates on a three-strike system. Each time you are unable to pay port dues, the outstanding balance is logged and a strike is added. After your third strike, your next landing will incur a bounty of your entire outstanding balance (with slight compounding) with the local authorities (Or the UC, if the local authorities are not detected.)
No penalty is incurred if you have insufficient funds when docking with a starstation, but no maintenance will be performed.
Skill and Ship Checks
Most costs ‘check’ a variety of player skills to determine the outcome. Skills are factored in for fuel costs, heatleech growth, port dues, provision costs, and much more.
For example, Captains with the Long Hauler background leverage their experience to pay less fees at most ports of call. Spacefarers in the Serpent’s Embrace may find their blessed grav-drives with less damage than before after making a jump.
There is also a Quality system that checks attributes, like the Manufacturer, of your ship to adjust costs.
Ship Cost calculation is done using a dynamic soft-cap system, with scaling ramping up strongly as ship sizes approach C-class and beyond. Leveling now has a slight impact on prices - if you can’t notice it working, it’s working. Additionally, total costs will scale a bit based on location to simulate local pricing.
Below is a Stronghold landing in Neon - which is already an expensive city for non-locals.
However, a small fighter dropping by the Waggoner farm to refuel and grab some star-veggies can expect to pay a fraction of this.
Somewhere in between, a B-class skiff finds itself in Cydonia with a pilot in desperate need of some Beertinis from the Broken Spear.
Players traveling in the Frontier get all port dues paid by Constellation. You’ll see a unique message when this happens.
Starstations and staryards will perform maintenance and fuel for significantly less than terrestrial ports.
And of course, that’s all before the reputation system comes into play. The interplay between this system and shipbuilding is the main ‘gameplay element’ of the mod as your choices directly impact your financial situation - a savvy player with the right connections can still turn a profit running space semis, but make the wrong choices and fail to plan properly and even the Frontier will become burdensome to maintain.
Simply install with your mod organizer of choice and enable the plugin.
The next time you make port, your ship will be registered into the system and a banner notification will appear. If you are in port when the mod starts, this registration occurs immediately.
There are no requirements for the mod to function aside from Starfield updated to at least 1.13.61.
The mod is published as a small master and should be loaded as early as possible. No vanilla records are touched and all operations are performed through the script. It is, in theory, compatible with everything.
Real Fuel
This system simply uses the cost of Helium-3 and your ship's current fuel value to substitute in some of the original cost calculations for fuel. I highly recommend Real Fuel to make use of this feature.
Other mods like Fuel Consumption Unlocked and Ships Need Gas are confirmed working as well.
If you simply wish to disable the mod this can be done indefinitely by selecting [DISABLE] under Gameplay Options. The mod will begin running again once re-enabled.
Version 2.0 can be uninstalled anytime the mod is disabled - although this is really not recommended for various reasons.
Spacefaring Economy - This is a complete scaling overhaul designed around COS, and the two mods together comprise a complete simulated economy. Dynamic Repair Bill - This uses dynamic scaling to determine how expensive hull damage repair is. Cost of Living - Lightweight taxation for outposts and home ownership.
Immersion
Peak Performance - Lightweight standalone needs system for Hunger, Thirst, etc. Automatically detected by COS. Crew Eats Food - A fun way to ensure that purchased provisions go to use. Automatically detected by COS.
Aside from the above, Cost of Spacing is one of the core elements of Spacefarer - a lightweight vanilla+ overhaul comprising numerous modules. A list can be found at the bottom of the page.
By design, the mod does not need heavy configuration, as the scaling covers most scenarios.
Mode [SIMULATION] is the default and is highly recommended. This performs all calculations for a deep and reactive experience. [STREAMLINED] mode features lower expenses across the board. [REAL FUEL]* should be used with any mods that enable fuel consumption. [DISABLED] simply prevents all mod logic from triggering until the mod is re-enabled.
Notifications [MINIMAL] is the recommended setting and is the least intrusive. It has no pop-ups and never disrupts game flow. [VERBOSE] converts some event notifications to pop-up message boxes and adds a few intermediate messages to the flow. [MUTE] silences the credstick jingling noise across all interactions.
Subsystems [SIMULATION] enables Maintenance, Wages, Provisioning, and automatic Repairs. [STREAMLINED] disables all systems except for Maintenance. [DISABLED] disables all auxiliary systems.
*See Notes section below for a primer on how Real Fuel works.
How does Real Fuel mode work?
This will only be functional if you have a mod that causes travel to reduce your ship's Actor Value SpaceshipGravJumpFuel - or, simply, that makes travel use fuel. In this mode, the system will now withdraw an appropriate amount of credits for fuel in ship costs, and then automatically refill your tanks.
It will work seamlessly with any available Fuel mods.
Default behavior is like vanilla - the current price of Helium-3 will be referenced to determine final costs. If using FCU, each unit of fuel will correspond to 2 units of He-3.
If you would like a comparable experience to Simulation mode, please use Spacefaring Economy or another mod that increases the value of Helium-3. This will also influence costs when purchasing from Ship Services if vanilla calculations are used, like in Real Fuel or Fuel Consumption Unlocked.
Reputation System Triggers
Note: I would advise learning these organically as you play the game, as some can be pleasant (or unpleasant) surprises! The below information applies to versions 1.50+.
Spoiler:
Show
This information is provided for debugging or extension/patching purposes only.
Jemison Grant
(Until level 25) +1200 credits before UC02, FC02, or RI02 are completed +600 credits otherwise x2 in New Atlantis only
Vanguard/Citizen Stipend
(UC02 complete) +400 in all star systems as a Vanguard +6400 only in UC space as a Citizen x1.25 only if player has UC Native Background
Ryujin Employment Stipend
(RI02 complete) +1200 if player works for Ryujin +4800 only in Neon if player works for Ryujin x1.5 if player is flying a Taiyo brand vessel
Freestar Ranger
(FC02 complete) +200 anywhere +600 in FC space x1.25 if player has FC native background
Crimson Fleet Tribute
(CF02 complete) -1800 if the questline was started as a criminal -600 if the questline was started through Vanguard
+3400 if questline is complete for Fleet 0 if questline is completed for SysDef
Miscellaneous
-Red Mile Tourist Tax Removed if player completes the Red Mile
-Neon Tourist Tax Removed if player works for Ryujin or is a Neon Street Rat
-Akila city Tourist Tax Removed for FC natives, Long Haulers, or Ranger Deputies
-New Atlantis Tax Removed for Vanguard pilots or UC natives
-Paradiso Tourist Tax Removed after ECS constant quest complete
-Trade Authority Fee Applied in any port TA operates in. Lowered if player helps Zoe Kaminski in the well, significantly increased if they do not.
-Heatleech Inspection Fee Applied in all ports. Increased significantly after UC09 (to indicate that Ship Services is actually inspecting instead of just pretending to.)
Bethesda for Starfield and the Creation Kit. The CK Wiki (and UESP for hosting a clone as it undergoes eternal maintenance.) Game Maker’s Toolkit for an illuminating YouTube video on how video game economies are balanced. RenamonNonaka’s Ash and Adoring Fan for keeping me company in a convenient savegame for testing. Darkfox127 for a great Scripting with VS Code tutorial (external site link.) Ceres07 for suggesting a clever way to implement the maintenance tracker system.
SPACEFARER is a modular, immersive Vanilla+ overhaul that aims to bring out the best of what Starfield already has to offer. Check it out below.
Combat Deadly Effective - Overhauls numerous combat-related vanilla perks for playstyle diversity (and fun!) Balanced Ballistics - Lightweight and immersive overhaul to weapon handling for Ballistic and Laser weaponry. Suit Up [RTFP] - Smart and compatible system to make spacesuit selection more impactful. Space Economy Cost of Spacing - Simulates a reactive and complex space economy by introducing costs to space travel. Spacefaring Economy [RTFP] - Overhauls prices and rewards with heavy scaling to avoid hyperinflation. Captain’s Choice - Rebalances ship classes and modules for more thoughtful shipbuilding and combat. Survival Real Fuel - A lightweight and immersive solution to Fuel and Exploration. Real O2 - Makes O2 a real consideration when exploring zero-atmosphere environments. Peak Performance - A lightweight system to handle Hunger, Thirst, and Rest. Immersion Magic Boost Disabler - Disables the vanilla behavior of magically appearing Boost Packs. First Person Messages [RTFP] - Converts game messages to first person.