DarkStar Ammo and Resource Fabricators
By Sith.Vjecna
Required mods
Install these creations before using this mod on Bethesda.net.
Community Rating
UPDATE v1.2 Now has 'organic fabricators' in the form of Greenhouses, but they look all DarkStar-y, and function the same way vanilla Greenhouses do. Production rate is at common, and with maxed out perks brings them to 1 every 4 seconds. All require only 1 Water and 1 Nutrient to operate. Nutrient only requires 1 Water. Have fun, don't die.
All fabricators are named respectively and appear in the DarkStar category, listed as variants, the same way the vanilla Builders work.
AMMO FABRICATORS: SIMPLE:
- All vanilla ammo types.
COMPOUND:
- Both Primer types
- Both Diode types.
MULTIPLEX:
- All DarkStar Volatile ammo types **Note; there is no Volatile Heavy and Light Particle Fuse, and 1.5kV LZR and 3kV LZR fabricators because there are no DarkStar Volatile variants of these ammo types. Pretty reasonable so don't come at me for it. Or do, at your own peril.
UPDATES SINCE PREVIOUS MODS:
- All Ammo Fabs are set to the "Common" production rate, which is 1 every 8 seconds in game. This means that if you manage to set up each respective resource input to exceed fabricator output, you'll effectively produce 1 round of ammo/volatile ammo every 8 seconds - forever.
- Each ammo type (including Primers and Diodes) only take 1 of each resource
- The ammo storage container (pictured) also stores weapons, throwables, mines, and explosives
- The control panels work this time, I promise.
RESOURCE FABRICATORS: SIMPLE:
- All Tools.
COMPOUND:
- Codex: Empty
- Legendary Matrix
- Quantum Harness
- Weapon Particle Core.
MULTIPLEX:
- Quantum Rig: Kiosk
- Quantum Rig: Workbench
- Quantum Rig: Hab - Add On
- Quantum Rig: Hab - Small
- Quantum Rig: Hab - Medium
- Quantum Rig: Hab - Large
- Quantum Rig: Plexus
- Quantum Rig: Nexus
- Quantum Rig: Terminus
- Quantum Rig: Omen.
UPDATES SINCE PREVIOUS MODS:
- Added Terminus Quantum Rigs to the variants.
- Made these fabs and Ammo Fabs look a little prettier (thanks Wykkyd).
For feedback, join the DarkStar community Discord and I have my own channel in there: https://discord.gg/joindarkstar | #sith-vjecna-mods
Enjoy! Or don't. Do what you like, I don't care.
Release notes
Playstation
-
1.2Added Greenhouses to fabricate organic resources.
-
1.0.2I don't wanna talk about it.
-
1.0.1Noticed some changes required to operating costs that needed fixing because I forgot to check them. Classic.
-
1.00- All Ammo Fabs are set to the "Common" production rate, which is 1 every 8 seconds in game. This means that if you manage to set up each respective resource input to exceed fabricator output, you'll effectively produce 1 round of ammo/volatile ammo every 8 seconds - forever.
- Each ammo type (including Primers and Diodes) only take 1 of each resource
- The ammo storage container (pictured) also stores weapons, throwables, mines, and explosives
- The control panels work this time, I promise.
- Added Terminus Quantum Rigs to the variants.
- Made these fabs and Ammo Fabs look a little prettier (thanks Wykkyd).
PC
-
1.2Added Greenhouses to fabricate organic resources.
-
1.0.2I don't wanna talk about it.
-
1.0.1Noticed some changes required to operating costs that needed fixing because I forgot to check them. Classic.
-
1.00- All Ammo Fabs are set to the "Common" production rate, which is 1 every 8 seconds in game. This means that if you manage to set up each respective resource input to exceed fabricator output, you'll effectively produce 1 round of ammo/volatile ammo every 8 seconds - forever.
- Each ammo type (including Primers and Diodes) only take 1 of each resource
- The ammo storage container (pictured) also stores weapons, throwables, mines, and explosives
- The control panels work this time, I promise.
- Added Terminus Quantum Rigs to the variants.
- Made these fabs and Ammo Fabs look a little prettier (thanks Wykkyd).
Xbox
-
1.2Added Greenhouses to fabricate organic resources.
-
1.0.2I don't wanna talk about it.
-
1.0.1Noticed some changes required to operating costs that needed fixing because I forgot to check them. Classic.
-
1.00- All Ammo Fabs are set to the "Common" production rate, which is 1 every 8 seconds in game. This means that if you manage to set up each respective resource input to exceed fabricator output, you'll effectively produce 1 round of ammo/volatile ammo every 8 seconds - forever.
- Each ammo type (including Primers and Diodes) only take 1 of each resource
- The ammo storage container (pictured) also stores weapons, throwables, mines, and explosives
- The control panels work this time, I promise.
- Added Terminus Quantum Rigs to the variants.
- Made these fabs and Ammo Fabs look a little prettier (thanks Wykkyd).
Additional Screenshots Available
This mod has 1 additional screenshot available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jun 30, 2026
- Last Updated
- Jul 21, 2026
- Platforms
- Playstation, PC, Xbox