About this mod
Individual storage containers for each resource and resource enabled containers
- Permissions and credits
- Donations
Tired of supply-chain bottlenecks in Starfield outposts? Unique Storage Containers (USC) gives every resource its own dedicated container, plus weapon racks, display cases, warehouse modules, and base-size expansion. No more random stacking or clogged transfer lines—just snap, link, and watch your resources flow.
I will admit, this mod is mainly for me, I just thought I'd get some experience making mods by releasing. So, some features you see in it, while related to Storage containers as a whole, are designed with my play style/preferences in mind. I'll try to make adjustments when possible but my time is limited to work on this (took a whole year to wrap this up, although it only took about a month of actual work).
Two paths: Choose your own Flavor (Mark II coming soon)
Mark I - Separate Categories
This is the mod as I currently use it. Each container exists in 1 of 5 different categories. The stock display racks and crates that were made resource capable were modified slightly (carry weight lowered) to work better with the intent to display weapons and not hoard them along the pipeline. The default display racks/crates/etc... carry weights were left alone. They also exist in the same slots as the default containers. Future Unique versions will have their own category in Mark I.
- Base Size Expansion
- Container Size Increased
Mark II - Default Categories
This is designed to work better with other mods that introduce their own categories. I need to work out exactly how to do this and test it out so it's coming soon. It's relatively simple but it requires a mass amount of changes so I'll have it down hopefully this weekend.. It'll also have base size and container size plugins to match.
Features
- Dedicated Resource Containers
Solids, Gases, Liquids – each resource gets its own storage box in a separate “USC” tab at the end of the Outpost Menu.
- Weapon Racks & Display Cases
Warehouse Containers
Fully tested, ready to handle massive resource dumps.
- Base Expansion
Default build radius is now 1.6×.
- Increased Capacities
- Small → 250
- Medium → 500
- Large → 1000
- Drop USC.esp / USC.esm into your Data folder.
- Drop any plugins to be loaded afterwards.
- Chain supply lines into a resource-specific container or rack.
- Racks/display cases auto-fill all their snap points, then dump leftovers into the final crate.
- You can run a line of pistol racks → melee cases → general weapon boxes → crate. No manual sorting needed.
- Works the same for any other USC container
- Smart Transfer Containers – dump everything into one box, have it sort into USC chests automatically.
- DO NOT use any other base-size mod with Mark I USC plugins. They’ll overwrite each other and wipe my changes. This is regardless of whether or not you use my base size plugin. Base Size and Categories are both maintained on the same Outpost Beacon object.
- Any mod that adds categories will also overwrite my mod (or vice versa), making them incompatible. This only impacts Mark I. Mark II will be neutral to this and won't conflict. Coming soon.
- Menu Art Missing – Bethesda’s UI system won’t pick up custom icons.
- Snap Delays – liquid & gas containers sometimes take a second to snap. It’s a duplication-of-model quirk; shouldn’t affect gameplay.
- Linking Basics – Again, Bethesda Issue: A resource system will offer all it's resources to a fabricator/endpoint. So even if a material can't pass through a container, so long as the chain of resource connections is uninterrupted, it'll pull resources from any point along the chain, in a continuous line. Plan accordingly.
- Auto-Halt/Restart Production - Stop producers/fabricators based on a containers fill percentage
- Auto-halt Supply– stop supply ships from dumping when full, avoid upstream backups.
- Resource-Color Coding – containers tinted to match their Scan Data element color.
- Unique Other Containers - I'm going to keep the ball moving with unique weapon racks, not just
Change Log
v1.0 – Full Release
- All USC containers (levels 1–3) completed & tested
- Weapon racks, display cases, warehouse modules done
- Base build radius set to 1.6×
- Capacities increased (250/500/1000)
- Moved from beta → full release
- Fixed the plugins so they're now dependent on the main file (as originally intended)
- Branched off into Mark I and Mark II to separate categories out.
- v0.1: Initial Release, very basic. Link harvester to iron container, as well as transfer container.
- v0.2: Fixed issue with storage containers not linking to the USC container.
- v0.4 Created all level 1 storage containers and initially tested them.
- v0.5 Created all level 2 storage containers and fixed the snapping issue with liquid level 1 containers
- v0.6 Created all levels of storage containers and fixed some flavor text stuff.
- v0.7 converted .esp file to .esm. Updated classification to medium master file.
- v0.75 Split into 3 categories, Solid, Gas, and Liquid. Should make filtering easier.
- v0.8 Fixed Caesium; it's now a liquid again. Added Base Expansion
- v0.9 Increased storage containers values to 250,500,1000. Added Base expansion to 1.6x as the default.
- v0.93 Bugfixes and weapon racks, working on weapon display cases.
- v0.95 Added a ton of other containers and weapon racks. All that's left is the warehouses. Ugh....
- v0.97 Added and did some preliminary testing on warehouse containers. Should be all good to go