Starfield:Outposts



Outposts are player-constructed bases on planetary surfaces.

Outposts are built from structures, each of which has a specific materials requirement. Outpost characteristics include cargo, crew, needed and total power, and production. Outposts also have a build limit; structures built in the outpost count towards that limit.

Companions can be assigned to outposts for a one-time fee. Outposts can generate resources passively for the player, and can be linked together via cargo routes.

Outpost skills include Outpost Management, Outpost Engineering, and Planetary Habitation. Botany and Zoology allow outposts to produce plant and animal products, respectively.

Construction
Outposts can be built almost anywhere, on any planet. Constructing an outpost starts with placing an Outpost Beacon.

Planets and systems with an outpost will be shown with a specific icon. On

Basic Information

 * 1) You can construct up to 9(?) outposts at the start. The Planetary Habitation skill will allow you to construct more outposts.
 * 2) You can delete an outpost using the menu in the beacon. All material costs will be refunded (and put in your inventory).
 * 3) A "feed" means that the module in question needs a constant supply of the resource that will be consumed. For instance, a Simple Fabricator that builds Adaptive Frames requires a feed of 1 Iron and 1 Aluminum. When it consumes these, it builds 1 Adaptive Frame (assuming it has somewhere to put it). These are the identical requirements for building the Adaptive Frame using the Industrial Workbench.
 * Linking two outposts with a link (normal or Inter-System) will cause resources to be shipped in real-time between the links. The automated cargo ship will land, spend some time on the link, then lift off. The ship has a maximum capacity of 600(?), and there is about 3 minutes of game time between ships. Ships do work in Universal Time, so an outpost on a world with a high conversion factor can provide resources much more quickly.

Outposts Guide
The outpost system can be intimidating from the start due to the number of resources involved with development, and the lack of an explanation of how to go about developing outposts. While you are free to develop outposts however you like, and for whatever purpose, a good goal to achieve before that would be to achieve automated efficiency with acquiring raw resources, enabling you to pursue any future building, crafting, and research goals as you wish.

To begin working on outposts, you will need some starting resources.

Infinite Crafting Experience
A simple outpost producing or receiving iron and aluminum with a bed and an Industrial Workbench is enough to effectively gain as much experience as you want. Simply wait until your storage is full (this can be made extremely quick on planets with large differences in local time and universal time), and retrieve the resources. Go to the workbench and craft 99 Adaptive Frames at once, repeating until you are out of iron and aluminum. The experience you gain from crafting 99 at a time is not that much, but since you can do it extremely quickly you can quickly level up faster than any other methodology in the game. Then wait again, and repeat until you are satisfied.

Basic
Solar Array
 * Costs 2 Beryllium, 3 Copper, 4 Aluminum.
 * Produces up to 6 Power. Depends on available sunlight.

Wind Turbine
 * Costs 2 Cobalt, 3 Nickel, 5 Aluminum.
 * Produces up to 6 Power. Requires an atmosphere. Produces more power in areas with high wind and high atmospheric pressure.

Fueled Generator
 * Costs 1 Isocentered Magnet, 4 Tungsten, 1 Tau Grade Rheostat, 1 Austenitic Manifold.
 * Requires a feed of 1 Helium-3.
 * Produces 20 Power.

Advanced
Advanced Wind Turbine
 * Costs 2 Isocentered Magnet, 5 Aluminum.

Basic
Chlorine
 * Produces Chlorine (Gas).
 * Costs 4 Nickel, 5 Aluminum, and 3 Copper.
 * Consumes 5 Power.

Chlorosilanes
 * Produces Chlorosilanes (Liquid).
 * Costs 4 Nickel, 3 Iron, and 5 Aluminum.
 * Consumes 5 Power.

Copper
 * Produces Copper (Solid).
 * Costs 5 Iron, 2 Tungsten, and 4 Aluminum.
 * Consumes 5 Power.

Gold
 * Produces Gold (Solid).
 * Costs 5 Iron, 2 Tungsten, and 4 Aluminum.
 * Consumes 5 Power.

Helium-3 Vapor
 * Produces Helium-3 (Gas).
 * Costs 3 Benzene, 5 Aluminum, and 4 Membrane.
 * Consumes 5 Power.

Helium-3
 * Produces Helium-3 (Gas).
 * Costs 5 Aluminum, 4 Nickel and 3 Copper.
 * Consumes 5 Power.

Iron
 * Produces Iron (Solid).
 * Costs 2 Tungsten, 5 Iron, and 4 Aluminum.
 * Consumes 5 power.

Lead
 * Produces Lead (Solid).
 * Costs 5 Iron, 2 Tungsten, and 4 Aluminum.
 * Consumes 5 Power.

Silver
 * Produces Silver (Solid).
 * Costs 5 Iron, 2 Tungsten, and 4 Aluminum.
 * Consumes 5 Power.

Water
 * Produces Water (Liquid).
 * Costs 4 Nickel, 3 Iron, and 5 Aluminum.
 * Consumes 5 Power.

Water Vapor
 * Produces Water (Liquid).
 * Costs 5 Aluminum, 3 Benzene, and 4 Membrane.
 * Consumes 5 Power.

Titanium
 * Produces Titanium (Solid).
 * Costs 4 Aluminum, 2 Tungsten, and 5 Iron.
 * Consumes 5 Power.

Ytterbium
 * Produces Ytterbium (Solid).
 * Costs 2 Tungsten, 5 Iron, and 4 Aluminum.
 * Consumes 5 power.

Commercial
Helium-3
 * Produces Helium-3 (Gas).
 * Costs 2 Molecular Sieve, 4 Vanadium, 3 Adaptive Frame and 2 Reactive Gauge.
 * Consumes 10 Power.

Industrial
Helium-3
 * Produces Helium-3 (Gas).
 * Costs 2 Substrate Molecule Sieve, 4 Adaptive Frame, 3 Reactive Gauge and 6 Vanadium.
 * Consumes 20 Power.

Miscellaneous
Cargo Link
 * Costs 20 Iron, 2 Beryllium, 2 Zero Wire, 12 Aluminum.
 * Allows you to ship resources between links in the same system.

Cargo Link Inter-System
 * Costs 20 Iron, 12 Aluminum, 3 Reactive Gauge, 1 Comm Relay.
 * Requires a feed of 5 Helium-3.
 * Allows you to ship resources between links, either in the same system or different systems. The Helium-3 is only required for links between systems. The feed may only be required on one side for the link to work (though both sides may need to be fed to set the link up).

Landing Pad with Shipbuilder
 * Costs 18 Adaptive Frame, 2 Zero Wire, 30 Iron, 2 Beryllium.
 * If you set your destination to the outpost, your ship will land on the Pad, and you can modify it from the console there.

Transfer Container
 * Costs 8 Iron, 4 Lubricant, 5 Tungsten.
 * Allows you to transfer resources from the container to your cargo hold using the console on the ship.

Workbenches
Industrial Workbench
 * Costs 4 Aluminum, 3 Iron.
 * Allows you to build manufactured items.

Cooking Station
 * Costs 3 Alkanes, 3 Copper, 4 Iron.
 * Allows you to cook food and mix drinks.

Pharmaceutical Lab
 * Costs 4 Aluminum, 3 Iron, 3 Benzene, 4 Chlorine.
 * Allows you to produce chems.

Weapon Workbench
 * Costs 2 Nickel, 3 Sealant, 3 Adhesive, 4 Iron.
 * Allows you to modify weapons.

Spacesuit Workbench
 * Costs 3 Fiber, 4 Aluminum, 4 Cosmetic.
 * Allows you to modify spacesuits, helmets and backpacks.

Research Lab
 * Costs 2 Beryllium, 2 Copper, 4 Aluminum.
 * Allows you to conduct research projects.

Storage
Resources in a storage module can be used for construction at an outpost.

Solid
 * Costs 6 Iron, 5 Aluminum, 3 Adaptive Frame
 * Stores up to 75 solid resources.

Liquid
 * Costs 5 Nickel, 6 Aluminum, 3 Adaptive Frame
 * Stores up to 75 liquid resources.

Gas
 * Costs 5 Tungsten, 6 Copper, 3 Adaptive Frame
 * Stores up to 75 gaseous resources.

Warehouse (Small)
 * Costs 5 Titanium, 6 Aluminum, 3 Adaptive Frame
 * Stores up to 75 in manufactured resources.

Habitat
Outpost Airlock
 * Costs 2 Lead, 3 Aluminum, 3 Sealant
 * Required to get in and out of any hab.

Builders
These modules will build manufactured item resources. They have build requirements, a power requirement and "feed" requirements. The build is just to build the module. The power and feed requirements are needed for the module to build its designated resource.

Simple Fabricator
You must complete the Manufacturing 1 research project to build these. It requires 4 Tungsten, 3 Zero Wire, 2 Sealant and 8 Aluminum to build. It consumes 5 Power.

The variants will have different feed requirements and build a different resource:

Compound Fabricator
The compound fabricator builds more complex manufactured item resources. You must research the Manufacturing 2(?) project to build it.

It requires 2 Isotopic Coolant, 8 Tungsten, 4 Adhesive and 5 Zero Wire to build. It consumes 8 Power.

Multiplex Fabricator
You must research the Manufacturing 3(?) project to build it. It requires 6 Lubricant, 8 Titanium, 3 Positron Battery and 8 Polymer to build. It consumes 12 Power.