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Feedback & Wishes (32 comments)

  1. nhackett
    nhackett
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    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.
  2. TygerxEyes
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    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.
    1. pitufocabeza
      pitufocabeza
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      Hi TygerxEyes,

      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
  3. fcoenriqueperez
    fcoenriqueperez
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    MO2 and Vortex support should be a main one :D 
    1. CocoFresco
      CocoFresco
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      +1
    2. bolcien
      bolcien
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      +2
  4. Serylt
    Serylt
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    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! :)
  5. R49n4r
    R49n4r
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    could you add ammunition manufacturing to the factory gates for the outposts? Then I can build an ammunition factory.
    1. Cipher8PC
      Cipher8PC
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      Fabricator you mean. I hope the mod author plans to impliment this too when they add the remaining ammo types and maybe change up the recipes. 
  6. dreyran
    dreyran
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    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?    
    1. Cipher8PC
      Cipher8PC
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      That's a good idea. 
  7. Kylphor
    Kylphor
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    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!
    1. Cipher8PC
      Cipher8PC
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      +1
    2. R49n4r
      R49n4r
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      +1
  8. MrBL1P
    MrBL1P
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    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.

    Once again thanks !
  9. tremblingemt
    tremblingemt
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    Does this mod work if the achievement enabler mod is installed? 
    1. tremblingemt
      tremblingemt
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      just realized i posted this in the wrong section. but it works with that mod. i also had to edit both .ini files
  10. Tigress666
    Tigress666
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    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.