Monopropellant is a solid rocket fuel, solid rocket fuel is slow burning gunpowder.
Aluminum, in the real world, increases the 'explosiveness' of some of the chemicals used to make monopropellant in the game world.
This combination has a way of helping balance itself because it takes a lot of base setup to get a monopropellant factory going.
My suggested recipe is monopropellant + aluminum + lead(or any other hard metal) for caseless ammo and the same + copper for non-caseless ammo types. Explosives would require a higher quantity of the caseless materials and an extra metal for the housing.
Since you cannot recharge the batteries of your lasers maybe consider the components of a chemical laser, fluorine + helium or deuterium(oh, i guess deuterium isn't in the game, but helium is) would work. https://en.wikipedia.org/wiki/Hydrogen_fluoride_laser#Deuterium_fluoride_laser
So, all the ammo in game can be manufactured from in game components, and the components can be stored inside game containers.
Great stuff - I had some thoughts that might be helpful.
Ammo/Throwable - really should be crafted at the weapons bench DigiPicks - are utility item so that bench makes sense Med Packs - pharma makes sense
Rare materials for work some things, but really, I suggest that other things might be required for some of the more technical items (e.g., wiring, etc.,).
It might be interesting to repurpose existing items (junk) to resources rather than worrying about adding new items into game (might be easier). For example, making circuit boards into craftable (low level) item that is then a resource for other items - med pack is more than raw materials - the delivery system is technical - unfortunately, I am not far enough along in the game to know all the base items other than Tier 1 Items.
Some ideas for repurposing - Wire spools (junk) - created w/copper Circuit Boards (junk) - created by polymer and silver/gold to make Container - polymer and sealant
Gunpowder - Carbon, Sulfur, Potassium Nitrate - So Near Choices Carbon - Fiber, Today, almost all elemental sulfur is produced as a byproduct of removing sulfur-containing contaminants from natural gas and petroleum.[7][8] - so what in game gases might be linked etc.,
PS: I think a simple mod that just offers DigiPicks Creation and Med Packs might be in order for those who do not care about crafting ammo.
You can only perform Weapon Modifications on the Weapons Workbench and not craft new items. At least not with the current toolset (that might change in the future), but currently the Industrial Workbench, Pharma Lab, and the Cooking Station are our only options to create "Craftables".
A repurpose/salvage functionality is a great idea, but I wouldn't incorporate this into that mod, but create a new mod for that to keep things simple. But consider this to be on my bucket list from now on. :-)
Right now Copper / Lead are placeholders, but I wasn't able to create a new item (e.g. Gunpowder) yet. The game simply doesn't recognize it, so I assume I must have forgotten some backlinks which will be resolved when we have the Creation Kit!
Regarding the PS, I'll take into consideration making a "lightweight" edition.
I would like to request to keep the crafting requirements as is and offer an alternative download once you figured out a more advanced requirement so that players can choose. Thank you much! :)
I know its stillll super early in the game's life and especially mod development stages, but as a random thought for placeholder materials for ammo. What about substituting, or adding more ingredients in the mean time?
Like your ballistics recipe? Could add sulfur(?) and some plant/organcis for "carbon" to produce gunpowder from the matierals provided in game as close as possible for now?
Thanks a million for this mod! Crafting recipe mods are always a big winner.
I think having to constantly buy up all the med packs you come across is simply tedious. I'm more of the line of thinking that if you do the work before hand, then you should reap the rewards for it afterward...which brings me to my suggestion/wish.
I'd absolutely love to see these recipes added to a fabricator. I would do the work to set up the harvesting outposts and the cargo links that go with the chain...so worth it if I could just stock my ship with however many med packs / ammo. I would even be okay with them having a small mass added for balance's sake. But to be able to automate the fabrication process (as well as manual for xp) is just a great idea. I realize that some might not appreciate this, so maybe keeping two versions separate to sidestep any landmines there. Choice is always good.
Please PLEASE add the recipes to the fabricators...and thx again for a great mod!
Could you place the recipies behind the skill perks Chemistry and Weapon crafting ? Or do a version with that as an option?
Thanks for the Mod! Its great for me playing in my little roll play as a :- I have a limited amount of lives (1life for each level to level 5 then 1 life every 5 levels after that) and I can only use what I craft or find... Not alowed to buy items from shops :) Shipgrades are alowed, until I can find a mod that lets you use the ship parts from ships you capture or find.
Edit: Nevermind, I'm an idiot. Far as I can tell it should be greyed out for me (apparently I can't read numbers or something or maybe I was just really tired yesterday when I tried it out).
Hey, I like the idea of this mod but it is not working for me. I did end up with that bug where you have to use the starfield.ini in the folder with the actual program rather than customstarfield.ini (or whatever name people said to use). Dunno if that would have an effect (every other mod taking that into account if they wanted me to mess with a customstarfield.ini file that worked to fix it and get the mods working).
The mod does show up in my game but it won't let me craft anything (even though it says I have the materials for them the craft button stays greyed out).
Anyways... I am a newbie when it comes to modding (only have had a pc for fovr and starfield and ebfore that I was a console player exlusively). So.. maybe it's something I did. But whatever reason mod is not working for me.
Feedback & Wishes (32 comments)
Aluminum, in the real world, increases the 'explosiveness' of some of the chemicals used to make monopropellant in the game world.
This combination has a way of helping balance itself because it takes a lot of base setup to get a monopropellant factory going.
My suggested recipe is monopropellant + aluminum + lead(or any other hard metal) for caseless ammo and the same + copper for non-caseless ammo types. Explosives would require a higher quantity of the caseless materials and an extra metal for the housing.
Since you cannot recharge the batteries of your lasers maybe consider the components of a chemical laser, fluorine + helium or deuterium(oh, i guess deuterium isn't in the game, but helium is) would work. https://en.wikipedia.org/wiki/Hydrogen_fluoride_laser#Deuterium_fluoride_laser
So, all the ammo in game can be manufactured from in game components, and the components can be stored inside game containers.
Ammo/Throwable - really should be crafted at the weapons bench
DigiPicks - are utility item so that bench makes sense
Med Packs - pharma makes sense
Rare materials for work some things, but really, I suggest that other things might be required for some of the more technical items (e.g., wiring, etc.,).
It might be interesting to repurpose existing items (junk) to resources rather than worrying about adding new items into game (might be easier). For example, making circuit boards into craftable (low level) item that is then a resource for other items - med pack is more than raw materials - the delivery system is technical - unfortunately, I am not far enough along in the game to know all the base items other than Tier 1 Items.
Some ideas for repurposing -
Wire spools (junk) - created w/copper
Circuit Boards (junk) - created by polymer and silver/gold to make
Container - polymer and sealant
Gunpowder - Carbon, Sulfur, Potassium Nitrate - So Near Choices
Carbon - Fiber,
Today, almost all elemental sulfur is produced as a byproduct of removing sulfur-containing contaminants from natural gas and petroleum.[7][8] - so what in game gases might be linked
etc.,
PS: I think a simple mod that just offers DigiPicks Creation and Med Packs might be in order for those who do not care about crafting ammo.
thanks for your feedback, I really appreciate it!
You can only perform Weapon Modifications on the Weapons Workbench and not craft new items. At least not with the current toolset (that might change in the future), but currently the Industrial Workbench, Pharma Lab, and the Cooking Station are our only options to create "Craftables".
A repurpose/salvage functionality is a great idea, but I wouldn't incorporate this into that mod, but create a new mod for that to keep things simple. But consider this to be on my bucket list from now on. :-)
Right now Copper / Lead are placeholders, but I wasn't able to create a new item (e.g. Gunpowder) yet. The game simply doesn't recognize it, so I assume I must have forgotten some backlinks which will be resolved when we have the Creation Kit!
Regarding the PS, I'll take into consideration making a "lightweight" edition.
Best Regards
pitufocabeza
Like your ballistics recipe? Could add sulfur(?) and some plant/organcis for "carbon" to produce gunpowder from the matierals provided in game as close as possible for now?
I think having to constantly buy up all the med packs you come across is simply tedious. I'm more of the line of thinking that if you do the work before hand, then you should reap the rewards for it afterward...which brings me to my suggestion/wish.
I'd absolutely love to see these recipes added to a fabricator. I would do the work to set up the harvesting outposts and the cargo links that go with the chain...so worth it if I could just stock my ship with however many med packs / ammo. I would even be okay with them having a small mass added for balance's sake. But to be able to automate the fabrication process (as well as manual for xp) is just a great idea. I realize that some might not appreciate this, so maybe keeping two versions separate to sidestep any landmines there. Choice is always good.
Please PLEASE add the recipes to the fabricators...and thx again for a great mod!
Or do a version with that as an option?
Thanks for the Mod!
Its great for me playing in my little roll play as a :- I have a limited amount of lives (1life for each level to level 5 then 1 life every 5 levels after that) and I can only use what I craft or find... Not alowed to buy items from shops :) Shipgrades are alowed, until I can find a mod that lets you use the ship parts from ships you capture or find.
Once again thanks !
Hey, I like the idea of this mod but it is not working for me. I did end up with that bug where you have to use the starfield.ini in the folder with the actual program rather than customstarfield.ini (or whatever name people said to use). Dunno if that would have an effect (every other mod taking that into account if they wanted me to mess with a customstarfield.ini file that worked to fix it and get the mods working).
The mod does show up in my game but it won't let me craft anything (even though it says I have the materials for them the craft button stays greyed out).
Anyways... I am a newbie when it comes to modding (only have had a pc for fovr and starfield and ebfore that I was a console player exlusively). So.. maybe it's something I did. But whatever reason mod is not working for me.