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I enjoy the outposts, but really they leave much to be desired. Once setting up a massive network of every resource, I found myself looking for stuff to do with them, and other than weapon/armor mods, there wasn't much left to do other than sell it all. Even the decorations become repetitive when setting up 20+ outposts.
In addition to many quality of life changes, this mod aims to add many more uses for resources in your outposts, with new crafting stations, uncut outpost content, a much wider variety of decorations, more research projects, and an additional tier of modules to unlock.
In addition to a lot of options, it's important that the outpost builder be easy to navigate and use. With that in mind, the outpost menu has been decluttered by adding sub-menus for more items, as well as additional categories to help keep decorations manageable.
Various non-outpost related perks may be required to build certain features.
The mod will be continually updated with new features, as I have a lot less time than ideas, so be sure to update when available.
Below is a wall of text with the majority of the features.
[color=#ff7700][size=4][u]What's been done?[/u][/size][/color]
GENERAL
CHANGES:
Increases the size of outposts by 100%.
Removes the build limit of outposts.
Greatly reduced the snapping radius items.
Increased the general build height of outposts.
Increased the maximum foundation height for most items. Should make it easier to build on angled terrain, especially mountains.
NEW:
Main research project "Independent Research" begins the new level of technology. It is designed to be end game/NG+
The cut manufactured content has been uncut, each with a builder. The manufactured resources are used for a number of items and research throughout the mod.
EXTRACTORS
CHANGES:
Increases the capacity for extractors, Small=60, Medium=90, Large=125.Â
Decreases the required distance between extractors to 10.
NEW:
Nanoextracters - Can create and dispatch burrowing nanites that can retrieve resources from anywhere on a planet. This process is much (much) slower than direct harvesting, and the devices require a large power supply in addition to being expensive. Only one can be built per outpost.
BUILDERS
CHANGES:
NEW:
Added Ammo printer.  Can print most ammunition using an amount of various resources equal in value to the bullet, rounded up (you will profit more selling the raw resources then crafted ammo)
Added Matter Converters which allow you to upgrade raw inorganic resources to their next rarity. There is a seperate converter for gas, liquid, and solids. (Resources available to convert are based on your geology skill.)
Added Food Synthesizer.  Can convert nutrients, fiber, and water into various raw ingredients.
Added Organic Synthesizer.  Can convert various organics to higher level resources.
Added explosives fabricator, which can build any explosive, and can even construct some grenades that were only in mine form before.
POWER
CHANGES:
Power output increased by x2.5 for all devices.
NEW:
New Carbon Fueled Generator -Â Slightly less effective, but considerably cheaper resource cost compared to a Helium powered generator. Powered by Fiber.
Solar Panels - Higher output then arrays, but more expensive and less durable.
Customized Reactor - Expensive, high-output, and compact reactor.
STORAGE
CHANGES:
Moved decor storage containers to this category, and increases their storage capacity x 10.
Increases the capacity of storage containers (Solid, Liquid, Gas, Warehouse) to Small=500, Medium=1000, Large=1500
Increases the capacity of Transfer Cargo to 2500.
NEW:
Added Custom Storage, high-tech storage that has a massive capacity of 5,000. It's the same size as small storage, and can accept any resource.
CRAFTING
CHANGES:
NEW:
Coffee brewer - able to brew coffee, tea, and other select drinks.
Weapon Construction Bench - able to craft the basic weapons in the game.
DEFENSES
CHANGES:
Increased the health and armor of turrets.
Increases the default number of turrets to 10.
NEW:
Added camera npcs. -They don't do anything, but they look cool.
New Flame Turrets MK I, II, III.
New additional "Tik" turrets MK II, III.
Machine Turret - High speed ballistic turrets.
Mining Turret - High-DPS turrets with less durability than most turrets.
ROBOTS
CHANGES:
Increased the health, defense, speed, and energy of Security Minibots. They shouldn't hold still much anymore, and will "patrol" more often.
Increases the health and armor of all other robots.
Increases the maximum number of robots to 5.
NEW:
Android - Humanoids with perks, which will require you to arm them, as they are created without gear. There are 3 economic and 4 security specialists.
Model S - I like the lil doggy bots, so I added some more, these higher level Model S' are faster and deadlier.
Mechas - Large robots, they are slow moving, but hard-hitting and durable. Several are available, with each having a different specialization.
DECORATION
CHANGES:
NEW:
A new mirror has been added, which will allow you to edit your characters appearance from any outpost.
Added a small, medium, and large foundation that can be used to create a large flat area without having to use habs.
Added bulldozers, marker placements that will clear the selected area of trees and large rocks, and a bulldozer that can clear out hazards.
Added custom frames, by renaming your screenshots to overwrite the provided blanks at textures/photos/customframes you can have custom photos at your outpost.
MISC
CHANGES:
*Moved the Armillary to the misc category, I got tired of it opening to that menu everytime, on top of a category with 1 item taking up space.*
Increases the capacity of cargo links to 3000.
Increases the range of scanners by at least 10x.
Increases the scan boost of scanners by 2x.
Increases the number of cargo links to 5.
Increases the number of landing pads to 2.
Changed how the Shipbuilder Landing Pad is created. It now starts much closer to the ground, and the height can be controlled when placing (like habs)
NEW:
Allows the construction of Faction Mission Terminals when they are available for use. (Crimson Fleet, UC SysDef, Freestar Rangers, Ryujin Industries, and Stroud Eklund)
Allows the construction of a Trade Authority vendor Kiosk. (requires commerce rank 1)
Allows the construction of an Outpost Supply Terminal. (requires commerce rank 2)
Added in the SSNN news broadcast terminals, in case you want to catch up on the news.
Added Custom Scanner, with a massive range, it should reach anywhere you can walk to from your outpost. Eventually I plan to have these function planet-wide, but am unable to do so yet.
DISPLAY
CHANGES:
Increases the number of mannequins to 20.
NEW:
Real Mannequins - Will take the players current appearance when placed. 13 variants can each save a different face.
[color=#ff7700][size=4][u]Compatibility:[/u][/size][/color]Â
Probably incompatible with mods that alter the vanilla outpost data. Mods that add new data, (such as new buildable items) should be fine.
Complimented by my [url=https://www.nexusmods.com/starfield/mods/6857]Portable Outpost Modules[/url] (be sure to download the OUT version or there will be inconsistencies)
Includes my [url=https://www.nexusmods.com/starfield/mods/6695]Outpost More Mission Boards Add-On[/url], nothing will happen if you have both, but that one is no longer necessary unless you just want the Mission Board.
[color=#ff7700][size=4][u]Installation[/u][/size][/color]
1. Use mod manager to install normally or manually extract the plugin to your mod directory
2. Add "*OUT-OutpostsPlus.esm" without quotes to your plugins.txt
[color=#ff7700]
[size=4][u]REQUIREMENTS[/u][/size][/color]
[url=https://www.nexusmods.com/starfield/mods/4157]Plugin.txt Enabler
[/url]
CHANGELOG
V 1.1
NEW
Added back in cut content ingredients, available at the three vanilla builders. So far only a few of them have any uses. (There is an issue with the vanilla supply quests assigning these items as quests. The only solution was to reject the quest, now you should be able to finish them.)
Added MK II/MK III Turrets for fire and compact laser.
Added in an Outpost Supply Terminal, allowing you to purchase resources (with higher prices) directly from your outpost.
Added in the SSNN new broadcast terminals, in case you want to catch up on the news.
New stairs in the decor folder. They are not tall, mostly for letting you connect foundations and allow crew to walk on them. They have no snap data or foundations at this time, but can be raised and lowered after placing.
Tier 5 Research Project "Independent Research" will unlock a new tier of outpost items. After complete mastery of all other Outpost Engineering research, why stop there?
Eventually there will be a research tree, beginning with Independent Research. For now the items will all be unlocked by completing Independent Research.
Independent Research is meant to be a high level, end game research project. Accessing it requires you complete all of the research projects for Outpost Engineering. It is quite expensive, but the modules unlocked are very useful:
Added "Matter Converters" which allow you to upgrade raw inorganic resources to their next rarity. There is a seperate converter for gas, liquid, and solids.
Added two new high level turrets, one is a rapid-fire ballistic, the other a drilling turret.
Added Custom Storage, high-tech storage that has a massive capacity of 5,000. It's the same size as small storage, and can accept any resource.
Added Custom Scanner, with a massive range, it should reach anywhere you can walk to from your outpost. Eventually I plan to have these function planet-wide, but am unable to do so yet.
Ammo Printer and the Synthesizer will now require this research.
Added Custom Reactor, with a massive energy output, it's less bulky than an Advanced Reactor, but pretty pricey.
CHANGES
Greatly reduced the snapping radius items. (let me know if I missed any)
Increased the general build height of outposts. No point for it on PC really
Increased the maximum foundation height for most items. Should make it easier to build on angled terrain, especially mountains.
Increased the power cost of the Ammo and Synthesizer builders. Meant to do this originally.
Modified the recipes for the Ammo and Synthesizer builders, they are more costly now.
Moved the bounty clearance and trade authority kiosk into new "Service Boards" sub-menu.
Made the foundations into a sub-menu, and added the ability to adjust their height (like habs).
Tweaked Ammo Printer keywords so they could output to appropriate storage containers. (could only do transfer container before)
Allows warehouses to store ammunition.
Changed how the Shipbuilder Landing Pad is created. It now starts much closer to the ground, and the height can be controlled when placing (like habs)
FIXES
Fixed an issue that made it look like the synthesizer was building two things when first placed.
Fixed an issue with the Ammo Printer printing two types of bullets when first placed.
Fixed baguette recipe not making baguettes.
Added missing plum recipe to synthesizer.
Removed dirty edits.
Fixed an issue that caused flame turrets not to fire.
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CHANGELOG
V 1.2
[spoiler]
CHANGES:
*Moved the Armillary to the misc category, I got tired of it opening to that menu everytime, on top of a category with 1 item taking up space.*
Changed the global edits to a script so the bat command is no longer needed or included
Added two new categories (hanging decor and exterior decor) to help navigate decorations a bit easier.
Changed the majority of things with variants to be stacked into sub-menus, with the strongest type available the first option. This reduces the clutter of every category, and includes turrets, landing pads, cargo links, etc.
Move the storage items from decor into...storage. Storage category has a bunch of empty space, while decor is usually the most lengthy category.
Changed the requirement for Ammo Printers to Outpost Engineering Lvl 2.
Edited and added snap point for many things.
NEW:
Lots of new stuff, most of which is now locked away behind various research projects after the initial "Independent Research" research.
HARVESTERS
Nanoextracters - Can create and dispatch burrowing nanites that can retrieve resources from anywhere on a planet. This process is much (much) slower than direct harvesting, and the devices require a large power supply in addition to being expensive. Only one can be built per outpost.
POWER
Added solar panels, which have a higher power yield than solar arrays, but are less durable and more expensive.
BUILDERS
Added explosives fabricator, which can build any explosive, and can even construct some grenades that were only in mine form before.
Added Organic synthesizer, which can synthesize organics based on your research level.
STRUCTURES
A number of new platforms, one is only available in beach biomes, designed to give you a large area to build on the water if you wish.
Restored cut vanilla fences with snaps. 2 color walls available.
Added some prefabricated buildings and shacks.
Restored cut vanilla platforms and added snaps.
DEFENSES
Added camera npcs. -They don't do anything, but they look cool.
ROBOTS
Added 3 new classes of robot for your base.
Android - Humanoids with perks, which will require you to arm them, as they are created without gear. There are 3 economic and 4 security specialists.
Model S - I like the lil doggy bots, so I added some more, these higher level Model S' are faster and deadlier.
Mechas - Large robots, they are slow moving, but hard-hitting and durable. Several are available, with each having a different specialization.
FURNITURE
Added various vanilla furniture that wasn't originally available.
DECORATION
Category has been split into 3: Decor(interior), Decor(Hanging), Decor(exterior) this is just to help prevent eternal scrolling to look at the options or find what your looking for.
A new mirror has been added, which will allow you to edit your characters appearance from any outpost.
Added bulldozers, marker placements that will clear the selected area of trees and large rocks.
Added custom frames, by renaming your screenshots to overwrite the provided blanks at textures/photos/customframes you can have custom photos at your outpost.
Almost 1000 new decorations have been added, statues, foliage, paintings, rugs, alphabet pieces, large industrial pieces, playground pieces, and a lot more.
Custom Frames have been added. A new folder at textures/photos/Custom_Frames contains 10 .png files, simply delete the file and rename your screenshot to the deleted files name (ex. "001.png") and it will appear in your frame. (due to the fact that everyone uses different sized resolutions, which controls the screenshots size, the paintings may cut out or stretch part of the picture. May take a few shots to get a well placed image.) **There is a build limit of 5 per base, as they use .png rather than .dds, they take up a bit more RAM.
DISPLAY
Real Mannequins - Mannequins that will copy the players appearance when placed. There are 13 variants, but rather than poses they will each store a face, using the new mirror you can create several unique mannequins from home. I may add a sculpting feature to them in a later update.
NOTES
At this time, some of the buildable items can't be edited with xEdit, and so they will have no name, and may have imperfect placement data, this will be fixed at a later date.[/spoiler]
The organization leaves a bit to be desired still, but I won't be able to mod much over the next few days and wanted to get the update in.
The recipes are subject to change, and didn't have time to vary them all.
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V1.21
FIXES:
Issue in builder decoration tab causing it to jump to bottom.
CHANGES:
Added Geology perk requirements to the Matter Converters, higher level resources will now require higher skill level.
Added the Interior (hanging) category to interior decorator list.
Added the restored misc manufactured supplies to some leveled lists (script injected)
Added a drink machine workbench that can brew coffee, tea, and a few other beverages.
A bit more organization and sub-menus among the decorations.
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V1.22
FIXES:
Ship Builder not having computer console.
Coffee Maker bad furniture data.
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V1.23
FIXES:
Fixed Nanite Harvesters requiring incorrect research.
Fixed bad wall snap on first custom framed photo.
Removes accidental trait
CHANGES:
Coffee Machines now require gastronomy instead of decorations to craft.
Adds the other coffee machine colors, and removed the decorative coffee machines from the menu.
Gave custom photos default images instead of blanks, resized them to 40% of their original size(didn't think about how huge they were), and added an additional 20% size option.
Custom photos will now come in .dds form by default, for general users convenience and performance.
I've released Outpost Custom Pictures mod that can replace the .dds images with .png and more precise instructions on using your own images. There are also additional default image packs that can replace the default pictures, even if you don't plan on making your own.
NEW:
CRAFTING
Added a weapon fabrication workbench(requires weapon engineering lvl 1), which can craft weapons based on your weapon engineering and weapon certification skills.
MISC
Added vending machines, uses vanilla machines, so any mods changing them will change the outpost versions.
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v1.24
Fixes
Removes the Coffee and Gun recipes from the industrial workbench.
Fixed the Weapon Workbench model looking weird.
Various recipes that were left unsorted have been moved out of sight for now.
Added Support for New Workkbench Framework.
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v1.25
FIXES
Allowed the construction of the decor storage items from the interior decorator. (they can still be found in storage with full menu)
Fixed explosive fabricator recipes all outputting frag grenades.
Fixed crafting conditions for weapons crafting bench.
CHANGES
Changed androids to use a dialogue option to give them gear. Now compatible with my Proper Companion Previews. Should their weird behavior with equipping gear.
Modified some of the ammo printer recipes
Modified gun bench recipes
Folded New Workbench Essential Framework(NWEF) into the mod. It will also work with any other mod set up to work with NWEF without requiring NWEF. It will now also hide the uncut manufactured items on new workbenches.
NEW
Allowed the construction of minibots for your interiors for funsies.
Added a new Bulldozer that can clear hazards like heat or gas vents from your outpost
New crafting station - Textile Workbench: Can re-level unique spacesuits, helmets, and backpacks to the players current level. (Will lose modifications) (requires rank1 spacesuit engineering)
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v1.26
FIXES
Fixed "Clear Landscape" being hidden
Fixed crashing caused by a hanging plant.
CHANGES
Added a new category "Landscaping" with all the plants, empty planters, and bulldozers in this category.
Rather than requiring Mech Componenets(for mechas) and Sentient AI Adapters(for androids) you can open the contraband box at the new Fabrication Bench, dividing the weight and value for each item in 6 seperate contraband items "Mech Component" and "Sentient AI Adapter" this decreases the value invested into mechas or androids, making them a more viable option. (costing around 2k in resources rather than 15k) This also allowed me to make the items craftable without requiring hundreds of resources to balance out the value.
NEW
500+ new decoration items.
Can now grow flora outside of greenhouses. Right now I haven't tested this in depth, I believe if you grow a plant on a planet that naturally has that plant, you will get the expected resource. If the planet does not, you will only get fiber. Also untested is the respawn rate of these plants, I may add a script to them to control them, or even make them grow over a day or two.
Additional sub-menu stacking and much more organization in general. I'm still going to organize the menu order a bit more, but pretty much everything that should have a sub-menu does.
Added a new crafting bench "Fabrication Bench" that can craft various misc items and resources based on various perk requirements. I'm not going to detail every recipe, but the new recipes available are:
Adhesive
Mech Part
Sentient AI Adapter
Digipick - with lead
Digipick - with iron
Digipick - with aluminum
Gastronomic
Immunostimulant
Memory Substrate
Neurologic
Mech Parts - Open Contraband
Sentient AI Adapters - Open Contraband
Mech Parts - Close Contraband (can reseal contraband items to obtain the original item)
Sentient AI Adapters - Close Contraband
Scrap Circuits - New item used in recipe, converted from the 11 scrap circuits found throughout the game.
Ship Parts - Aluminum, Structural, Sealant, Adaptive Frame
Ship Parts - Lead, Iron, Aluminum, Adhesive
High-Tensile Spidroin
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v1.26a
FIXES
Fixed various recipes on the fabrication bench having incorrect skill requirements.
Fixed android and mecha robots requiring vanilla contraband still.
Fixes basic power options requiring power research lvl 1
V1.26a
FIXES
Fixed various recipes on the fabrication bench having incorrect skill requirements.
Fixed android and mecha robots requiring vanilla contraband still.
Fixes basic power options requiring power research lvl 1
V1.26b
FIXES
Shelf 18 causing crash.
Added
Added a couple of scrap circuitry recipes to make it easier for people that don't have a ton.
Gave Xenowarfare Tech contraband the same treatment as Sentient AI Adapters and Mech Components, allowing you to open them at the workbench. Right now there's no point to this, but it'll be used in the next update, just wanted to get the CTD fixed.
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v1.27
FIXES
Fixes scrap circuitry fabrication recipes being invisible
Issue that prevented outpost from recieving upgraded area.
CHANGES
Vast reorganization of builder and research project, recipe ingredient changes, and condition edits.
Tranfer Containers will now have 2x their cargo space after completing Matter Compression Reseach.
Additional research projects added, and incorporated the new research projects more thoroughly.
NEW
Additional 1000 or so interior, exterior, furniture, and hanging decoration items added.
Contraband Stolen Artwork can now be opened at the Fabrication bench, which will return between 1 to 4 paintings of varying rarity and value. Original works of art can be hung at your outpost. More details at the bottom.
Added a Teleportion pad, two of these can be built in an outpost to allow you to quickly move between two locations without having to climb stairs, open doors, or boost pack to the other side of your base.
10 new colored lamps with toggles.
New landing pad with access to any upgrade currently available to you in the universe. As well as up to 30 ships from any shipyard at a time.
Can create Xeno-Pets and Xeno-Guards at your outposts, cybernetically enhanced wildlife that can populate and help defend your base. More details at the bottom.
MORE DETAILS
Contraband Stolen Artwork can now be opened at the Fabrication bench, which will return between 1 to 4 paintings of varying rarity and value:
*Painting Name* (authentic) - These are the rarest, and most valuable items you can find. Paintings that have survived the centuries from Earth and are still usable. They can be displayed at your outpost or house, or are worth several times a sealed Stolen Artwork. There are currently 26 different variants of these, from public domain art such as The Mona Lisa, Starry Night, The Scream, etc.
*Painting Name* (authentic)(damaged) - Every bit as rare and valuable as the above, but no longer in good enough shape to be used. They are nearly as valuable as undamaged originals, but cannot be displayed at outposts.
There are currently 26 different variants of these, but only hold the name of the artwork, including paintings like The Last Supper, Irises, etc.
*Painting Name* (forgery) - Uncommonly found are copies of a painting, these forgeries are fairly passable. Despite being worth a fraction of an authentic artwork, they can still be sold for more than a sealed Stolen Artwork.
*Painting Name* (forgery)(low-quality) - the most common loot found from unsealing, these sloppy forgeries hardly pass, and can be sold for about a third the cost of a seal Stolen Artwork.
In addition to the real life artworks, there are generic paintings to keep things from getting repetetive.
(it is currently possible to get two copies of the same original artwork, the chances are fairly low, but on occassion some artifacts have crossed the multiverse, creating duplicates.)
Can create Xeno-Pets and Xeno-Guards at your outposts, cybernetically enhanced wildlife that can populate and help defend your base. Research must be completed to unlock the category, and pets require broken down Xenowarfare Tech contraband.
Xeno-Pets are wildlife that will just sandbox around your outpost, they have fortified health and defense, and should not be targeted by enemies.
Xeno-Guards are wildlife that will attack any nearby aggressors, they have a large pool of health and do damage on par with some of the robots or better.
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v1.28
FIXES
Improves the script returning certain items at the fabricator and releveler to better handle multiple items at once.
Fixes some naming issues with the contraband authentic paintings.
Fixed an issue causing the contraband authentic paintings to not show up in the outpost builder.
Improved the default appearance of real mannequins before being assigned a new face, male skin tones still don't match.
Fixed hidden research conditions for Xeno-Pets.
CHANGES
Added the "Anything is Ground" keyword to the teleport pad.
Upgrades the real mannequins with the functions I originally wanted. You can now use male and female mannequins, and modify their appearance using the looks menu. There are 10 male and 10 female models that can each store a different face. To unlock additional mannequins continue the "Decorations" research projects.
*There is a small caveat with this function, when reassigning the appearance, the mod uses the characters body to change the mannequin, so you will have to re-enter your name each time you modify a mannequins appearance. This will be switched to label the mannequin instead once some Name SFSE commands drop.
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V1.29
FIXES
Packed in missing script for hazard clearing.
Fixed contraband paintings not removing the painting from inventory when placing.
Weapon Fabrication Bench will now craft the highest quality weapon available to your characters level.
Research requirements for teleport pads.
CHANGES
Decorative items that had physics data have been made static.
Removed scrap circuitry from fabrication table and resources requirements. Circuit boards will now be used directly regardless of which variant you have. Scrap circuitry can still be crafted and used.
Added generalized descriptions to every decoration recipes that should help with navigating the builder sub-menus with themed mixed items.
Added improved descriptions to added crafting stations with general recipe information and details about perks needed to unlock additional recipes.
Improved the startup quest to add to globals rather than set them. This should prevent players on currently installed games potentially losing building limits.
Various recipe edits.
Rebalanced Xeno research project recipes.
NEW
Converted some of the static decor items to functional items. At the moment this only extends to 8 generators/Reactors, adding compressed versions of some, improved versions of others, and one new final tech reactor.
Two new research projects:
Outpost Defense: Advanced - New required researched for the advanced turrets, androids, and mechas. Also allows access to the new emitter array if Field Generation is complete.
Field Generation: Unlocks the Gravity and Atmosphere Generators.
Emitter Array - Able to generate a large pacification field that makes wildlife non-aggressive. Can also have the field reversed, making them all highly aggressive.
Gravity Generator - Able to create a large area around the device that can alter gravity intensity in a large area. Can be set to 10%, 25%, 50%, 75%, or 100% of normal gravity.
Atmosphere Generator - Able to crate a large visible area around a large area that creates a breathable atmosphere within. Device can be activated to hide or show the domes visibility.
Medium and Large Compressed Storage - each requires its own research project after matter compression, but the storage capacity is massive.
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V1.3
Data Lost due to PC issues
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v1.4
Note: In the process of working on this mod I experienced a computer meltdown, luckily I had a relatively recent backup of the mod so I didn't lose much data in that regard, but I did lose the changelog, so I may miss a fix or new addition that I forgot about, as I usually like to list things as I complete them because I have a bad memory.
FIXES
Fixed missing vanilla round habs in the hab list.
Fixed missing recipes for caelcumite and aqueous hemitite in matter converter.
Fixed missing recipes for quark degerenative tissue in the synthesizer.
Fixed most of the explosive fabricator items from being misnamed as cryo grenades.
Fixed a recipe outputting a projectile that caused crash in explosive fabricator.
Fixed magstorm requiring impossible resource.
Fixed issues regarding the generators added in the last update, should now link to fuel and function properly.
Removed accidental added perk.
Added appropriate missing keywords to the uncut manufactured items to allow them to work for skill challenges and have descriptions.
Fixed visual issue with the large compressed storage
Fixed issues stemming from the expanded outpost size, should now be able to flycam and place much easier.
Fixed appearance changing mirror not being activatable.
CHANGES
Moved the unique organic resource recipes from the fabrication bench to the organic synthesizer.
Removed the outpost supply kiosk, and added the ability to purchase contracts for enhancing the trade authority kiosk.
Made some of the static water towers functional liquid storage. Until the CK is available they cannot be directly accessed or viewed, only through storage linking. The amount they hold is in their description for now.
Gave weight and value to the uncut manufactured items that didn't have any.
Further increased the default number of turrets, robots, cargo links, and mannequins available by default.
Transfer containers will gain additional carry capacity with each tier of matter compression research.
NEW
Permanent outpost bulldozer added, at the moment its a seperate item, once the CK is available I'll get rid of both the new ones and add the functionality to the originals.
Added an Atmosphere Deionizer, which will prevent any afflication causing weather from forming near your outpost.
Around 1,000 new decor items, with new items in almost every stack. From new exterior large decor to small items like pipes and wiring.
Also made a large amount of the ship weapons, screens, and decorative items buildable. They are almost exclusively decorative and require a new research project "Decoration - Salvage" to unlock.
The new outposts buildable ship shield generators will create a small shield around it that cuts the damage taken by anything (friend or foe) within the shield by half. As of now they all have the same power requirements and buffs, but that is subject to change.
Added recipes for chems and aid that had no unlockable recipes.
Added automated chem and aid builders.
Added recipe for synthetic chasmbass oil, which can be used interchangabley with chasmbass oil.
Added large mesa trees that can be built on for treetop bases.
New tabletop radio available, can play most of the music in the vanilla game at the moment.
New series of research projects can be found in the new "Material Analysis" category. These can provide various boosts to your outpost and are designed to be long game resource sinks.
New series of research projects can be found in the new "Merchant Contracts" category. Used to establisth an outposts economy and be long game credits sinks.
Trade authority contracts boost the credits for the trade authority kiosk or stock the kiosk with various items.
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v1.41
FIXES
Fixed missing turbine list.
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v1.42
FIXES
Fixes incorrect filter list on the Automated Chem & Aid Stations allowing ingredients to be placed inside.
Fixes missing control rod builder.
Removed info kiosk recipes, they were causing a crash when starting NG+.
NEW
Can now raise almost any flora in outpost greenhouses.
Can now raise almost any fauna at outpost husbandries.
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v1.43
FIXES
Fixes accidental edits causing error in ship builder.
Fixes issues with androids not equipping gear, and expanded androids a bit(details on bottom of comment)
Fixed accidental condition requiring decoration research for turrets.
Fixed issue causing androids to all spawn with the same appearance.
CHANGES
I've started the process of fixing the initial rotation of items when viewing from the builder, only about 100 done so far.
Expanded crew station limit by 2.
Gave android neuroamps a voice filter to make them sound a bit more robotic.
Lowered starting stats and skill levels of androids, and added a function to upgrade them.(details on bottom of comment)
NEW
Can create Android Upgrade Modules at the fabrication bench and place it in an androids inventory to attempt to upgrade them. The module may randomly upgrade the androids armor, health, speed or skills. Skill bonuses may either level an existing skill, or give the android a new relevant skill.
The chance for success is governed by your characters robotics and special projects skill levels, with each rank increasing the chance for success by 10%.
**Notes on Androids**
Items are still showing up as stolen when given to androids. The only way I have found to prevent this is to prevent them from being assigned as crew to the outpost, which would prevent their crew skills from providing bonuses. Since there is no negative reaction from taking it back (except for it being tagged as stolen), for now that will remain as is.
The above issue is also causing the androids currently equipped gear to be hidden unless you have the pickpocket perk. Scrapping the android, using the console, or giving them a new piece of gear will allow it to be removed.
There is no equip button, but androids will automatically equip gear when added to their inventory.
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v1.44
FIXES
Fixes a formlist condition causing issues with NG+.
Removes an accidental debug message left in android script.
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v1.5
FIXES
Altered the transfer container script to ensure the carry capacity is edited when completing matter compression projects.
Changes how credits are handled for Merchant Contract projects, credits are no longer tagged as a resource.
CHANGES
Decreased the caelumite requirement for teleport pads.
NEW
Added additional voice filters for the androids.
Added a Inter-System transfer containers unlocked with Matter Compression 3 research, allows shared access to the container from any base.
Added a Defabricator that can breakdown almost any weapon/armor/misc item. Output is subject to change in future updates.
Added a new series of research projects in the Merchant Contracts category that can unlock a recruitment terminal, allowing you to hire various workers for your outposts.
Added passive outpost income, which can be generated at an outpost by building a Revenue Depository. Revenue Depository is unlocked by completed the Settled Systems Employment Agency Contracts research project.
Added snappable base pieces, in tune with most other games with building features. Almost all are habs 100% complete, the military hab pieces still need some work and the hex habs are not started.
-Science, round, hydroponic, basic, and milatary habs have broken down into smaller componenets.
-New doors and hallways can be snapped and used. There are currently no large door.
-Security doors can be built, these are scripted to auto close and lock, ideally allowing you to create an area your crew can't reach.
-Airlocks are not currently supported.
-Stairs are not currently supported.
-Structures can only be one level at the moment. They can be built on top of like the vanilla habs, but the interiors can't build upwards yet. That will be added once the CK is out.
-Additional foundations have been added, the maximum foundation height has been increased, and can be constructed in water.
**Notes on the new Recruitment System**
At the moment the only way to increase income is by recruiting civilians to your outpost, but I do plan on expanding this feature to allow for additional income sources in future updates.
While fully functional, there will likely need to be additional balancing, the terminal menu could use a bit more tweaking to make it smooth, and a better delivery method for the personel.
A maximum of 3 recruits is available at each outpost, but that number can increase to 15 with additional investments.
Recruits come in 3 basic flavors, worker, security, or civilian.
Recruits are non-essential, meaning they will die if placed on an overly dangerous world and left without defenses.
Workers - Increase the production of a resource category, but reduce the flow of income.
Security - The only recruitable NPCs that will fight, they reduce outpost income as well.
Civilians - Increase outpost income production, but slow resource production.
There are 6 different workers available: Agriculturalist, Builders, Chemist, Electrician, Mechanic, and Miners.
Security can be recruited from 4 different factions: UC, Freestar, Neon, Mercenary
As of now there are only civilians in the civilian category, but I may add some additional options here in the future.
Each recruit has 4 possible ranks that can be unlocked with better research contracts.
If you want to clear up space for new recruits, activating a recruit will present an option to let you fire them from the outpost. (no refund)
The number of available contracts is random, and will refresh once a week.
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v1.51
Fixes
-Script exchanging credits at research terminals fixed.
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v1.53
FIXES
-Deep cleaning of dirty edits, giving everything possible a new static or pack-in, this should prevent 99% of builder menu jumps caused by conflicts with other mods.
-Fixes issues with recruitment terminal recipe not accepting credits.
-Finished military hab snaps and pieces.
-Added in missing structure pieces, and created corner out pieces for the sets that didn't have one.
-Fixed Inter-System Transfer container not showing up in builder menu.
CHANGES
-Reorganized structure sub-menus.
-Removed some of the prefabricated buildings that are pointless with the new buildable pieces and habs.
-Added a build limit of 10 to power items. This will make optimizing power sources more important and give an actual use to crew and recruits that boost power supply.
-Overhauled Scan Boosters:
Increased power cost by 100%.
Added a build limit of 1 per outpost.
Scanners now function to a lesser degree across an entire planet, providing a 50%-250% range bonus (depending on Scan Booster and Surveyor rank) to your hand scanner.
Added research requirements to all but the basic Scan Booster. (power generation research projects)
-Gave the food synthesizer a new model. (will have to delete and replace any existing variants to update appearance)
NEW
-New option added to Outpost Beacon: Outpost Settings, this will allow you to control various aspects of your outposts. At the moment it is only partially complete, incomplete options are hidden.
Built Limits - Modify build limits of outpost items. (not all available due to one in each outpost being essential)
Recipe Toggles - Show/Hide recipes from the builder menu. This only affects recipes added by this mod, and not all categories are covered yet, but will reduce clutter from items you don't intend to use. As stated the menu isn't quite ready, so it doesn't flow as smoothly as it will, but with all the new variations added with this update I wanted people to be able to declutter their menu if they wanted to.
Research projects cannot be easily hidden, if at all. So even hiding the recipes will not hide the research projects associated with them. Brainstorming solutions for this rn.
*What additional aspects of the outpost would you like to be able to control?* Leave a request if you have one.
-Added Terrain Planes, which are just flat meshes with terrain textures on them, allowing you to flatten surfaces out a bit. The edges are a bit sharper than I would like, and a more elegant solution terrain manipulation is being looked into.
-Added a new colony hab set with prefabricated and buildable pieces, straight and angled versions available.
-Incorporated available material swaps to create new colors for habs. These come in prefabricated habs and buildable pieces.
Science: +5 colors
Industrial: +10 colors
Hydroponic: +7 colors
Military: +4 colors
Colony: +2 colors
-Added catwalks/stairs/ramps with proper snaps allowing expansive catwalks. The middle pieces can snap onto doorways to allow for higher habs using buildable pieces.
-500+ additional decor items added, mostly material swapped versions of existing items. This update focused on mostly planters, gym equipment, building decor, sculptures, and bathroom decor.
-After completing Matter Compression 3, you can craft a Matter Compression Module at the Fabrication bench, which can be installed on a vanilla storage container to double its carry weight.
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V1.54
FIXES
-Door snaps should function properly now.
-Fixes some buildable pieces falling through foundations. Catwalks and prefabricated habs will not work yet.
-Fixes some items that weren't able to be activated that should be. (any reports of any others like this would be appreciated, stuff like doors that don't open that you believe should)
-Fixed a couple of submenu errors causing menu jumps.
-Removed some WIP stuff I had left enabled.
CHANGES
-Rebuilt the beacon menu from scratch, with much better functionality, improved navigation, and all recipes have been given toggles. Also included are a few new options under the "Outpost Settings" option, such as customizable build radius, disabling item havok, and container carry weight bonuses.
-Improved the snaps and foundations of the platform pieces.
-Removed the automatic upgrades from the transfer container when completing matter compression research. The transfer container can now be upgraded after completing matter compression 3 with a fabricated upgrade module like the other vanilla containers.
-Disabled the original "Free Stairs" from way back in the first release of the mod. They are kind of pointless with the new sets of stairs.
-Small balancing tweaks to the recruitment income system.
-Various other snap tweaks/improvements.
NEW
-Added a few new catwalk pieces.
-Snaps added to airlocks (able to snap to small doorways and mid catwalks).
-Additional airlock styles & color variants added.
-Airlocks without stair attachments added, and these can snap to catwalk middle pieces.
-The two stair cases on the airlocks have been added and can snap to catwalks middle pieces.
-Snaps for staircases to foundations added.
-New display case variations.
-Added airlock doors to tent habs, and color variations.
-500+ new decor items, with some of these being the first to start disabled. Namely around 12 different colors of alpha numeric wall symbols that I didn't want to muddle the builder list with. For now the only way to access these is with the menu. Once I get a few more items with an absurd amount of colors I may set it up to roll a different one as the default at the start of each NG.
-Added refineries, each with a unique model, which can create solid ingots, compress gasses, or concentrate fluids. The number of raw ingredients needed to refine an element is usually 3, and generally has 3x the value with half of the raw materials weight. Each ingot also has the crafting value of 3 raw material, meaning one iron ingot can be used in place of 3 iron ore for crafting, research, building, etc.
-Created 9 new alloys, these are ingots created with elements in different combinations of 3. Alloy ingots hold a crafting value of 2 raw material for any of the materials used to create it. This can be used to stretch out resources you don't have surplus of, or carry around multiple resources in a easier to manage format.
-Added a water purifier that can clean water as it pumps, outputting distilled water.