Unique-Resource Storage Containers
By Sgtsplat
Community Rating
*Update 9 Feb 2025 - New version of the mod with a number of changes. Unfortunately, I think that the way Starfield works, is that this will not retroactively change containers already built and you may need to rebuid them to get the full change (mainly a fix for the links between storage containers being broken when manually taking out resources).
*Update - there was an issue with the new storage containers NOT connecting to regular storage containers. I have fixed that by adding all resource keywords to all of the generic regular containers. I am not sure why I needed to do this, but there does not seem to be a parent/child relationship with keywords. Regardless, you should not be able to connect unique-resource containers to generic containers.
**Same issue with manufacturing/assembly buildings. Had to go back and add keywords for liquid and solid organic resources and caught a few errors in keyword mapping for inorganic resources. At this time, I am able to connect resources to all level 1, 2, and 3 assembly buildings, so the assumption is that they should be able to feed all production.
This Mod adds small containers (solid, liquid, and gas) with unique content restrictions for pretty much all of the raw resources (organic and inorganic). It also has a small tweak to the storage capacity of the Transfer Container (making twice as large, i think).
You can build these new storage containers from the regular storage build list in the outpost menu. They do not cost any additional resources. Each container will only allow one type of resource to be stored in them. The concept for use is that you just link all of these to a Transfer Container, and when you return to your outpost, you just dump resources from your ship or person into the Transfer Container and it will auto-sort to the unique storage containers. This should help folks to set up manufacturing bases without the need for large transports.
This mod is probably most useful to folks who get most of their resources by adventure or purchase, not massive supply chains, and would like to have a one stop method for sorting resources to support manufacturing of components.
I have a video behind why I made the mod and a short demonstration (link is the the short, but you can follow it to the full video if you want) - https://youtube.com/shorts/sQSmmfCrHXo?si=Bc5h2UVbF8Ig9Nso
*NEW new video showing the concept in "action" in a test production chain on my main outpost is now on YouTube: https://youtu.be/CapqoaXut6Q?si=UlaO7KhA-k0ZOeqb
Release notes
PC
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1.03- Quality of life: Put storage containers in alphabetical order in their build menus.
- Added small unique-resource containers for some unique resources: : Aqueous Hematite, Chasmbass Oil, Gastronomic Delight, High Tension Spidroin, Immunostiumlant, Memory Substrate, and Neurologic
- Added Medium Unique-Resource Storage Containers for Non-Organic Liquid Resources
- Added Medium Unique-Resource Storage Containers for Non-Organic Solid Resources
- Added Medium Unique-Resource Storage Containers for Gas Resources
- Added the Container Script to all Unique-Resource Containers
- Added all ResourceKeywords for all resources to Outgoing Landing Pad Cargo Container to fix not being able to link a unique-resource container to them
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1.02Fixed additional issues with Organic resources not connecting to Assebly buildings. Fixed by assigning keywords to all organic resources. Found a few inorganic resources that had keyword errors that were making them not able to connect to assembly/fabrication buildings (polymer for example). fixed this as well. Was able to set up all tier 1, 2, 3 assembly/fabrication buildings and connect links from all needed resources.
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1.01This version includes a fix that was keeping unique-resource containers from passing resources to generic-resource containers. The fix was to add all resource keywords for a class of resource (solid, liquid, or gas) to the base general-resource container (which is shared between small, medium, and large containers in each class.
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1.00== Describe this release ==
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1.00This is the initial release of this mod. I am not a pro-modder (1st mod) and if folks find errors or something I missed, please let me know.
Note, this has no Archive File. I could not figure out how that works. My ESM and ESP files never showed up as viable archive folders.
Additional Screenshots Available
This mod has 3 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jan 03, 2025
- Last Updated
- Feb 09, 2025
- Platforms
- PC