Starfield

Starfield

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Outpost Data (very incomplete)
By Kellis
Build cost information on outpost structures; mostly gathered to help myself, but if it gets complete enough to share, then it's worth sharing.
   
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Introduction
So far, a listing of prices made for reference in outpost building - since I don't see the information available in game anywhere except while building the outpost, and you can't just air-mail supplies in at that point

This is likely going to be indifferently maintained and eventually removed as someone else posts more complete and better formatted information, but hey! Until then, as I unlock additional levels of outpost construction, I'll be dropping the information here for my own reference - and also yours.
The Basics
This is what you start with, in the order presented by the game. Well, mostly; I'm not going to bother with purely decorative items. The lights get to stay because you can use them to see.

Extractors - This is a little fuzzy, at the moment. There are different costs for different types of extractors. The solids so far have the same costs. Other things don't.
  • Extractor - Solids - 4 Aluminum, 5 Iron, 2 Tungsten - Operating Cost of 5 power
  • Extractor - Water - 5 Aluminum, 3 Iron, 4 Nickel - Operating Cost of 5 power
  • Extractor - Water Vapor - 4 Membrane, 5 Aluminum, 3 Benzene - Operating Cost of 5 power
  • Extractor - Fluorine (gas) - 5 Aluminum, 3 Copper, 4 Nickel - Operating Cost of 5 power
  • Extractor - Tetrafluorides (gas) - 5 Aluminum, 3 Iron, 4 Nickel - Operating Cost of 5 power

Power
  • Solar Array - 2 Beryllium, 4 Aluminum, 3 Copper - produces variable power
  • Wind Turbine - 5 Aluminum, 2 Cobalt, 3 Nickel - produces variable power
  • Fueled Generator - 1 Isocentered Magnet, 1 Austenitic Manifold, 1 Tau Grade Rheostat, 1 Tungsten - Operating Cost of 1 HE-3 - Produces 20 power
  • Powered Switch - 2 Aluminum, 2 Copper
  • Industrial Light Post - 4 Adaptive Frame, 3 Zero Wire, 4 Xenon
  • Light Post - 3 Copper, 4 Aluminum, 2 Xenon
  • Industrial Wall Light - 1 Argon, 1 Aluminum, 1 Copper

Storage
  • Transfer Container - 8 Iron, 4 Lubricant, 5 Tungsten
  • Storage - Solid - 3 Adaptive Frame, 6 Iron, 5 Aluminum
  • Storage - Liquid - 3 Adaptive Frame, 5 Nickel, 6 Aluminum
  • Storage - Gas - 3 Adaptive Frame, 6 Copper, 5 Tungsten

Structures
  • Outpost Airlock - 2 Lead, 3 Aluminum, 3 Sealant
  • Four Wall Hab - 4 Lead, 6 Aluminum, 3 Sealant
  • Hydroponic Hab A - 3 Sealant, 4 Iron, 6 Aluminum
  • Science Hab Small - 4 Lead, 6 Aluminum, 3 Sealant
  • Military Hab - 6 Titanium, 4 Lead, 3 Sealant
  • Hab Round - 6 Lead, 8 Aluminum, 4 Sealant
  • Small Hex Hab - 6 Lead, 8 Aluminum, 4 Sealant
  • Hallway - Industrial - 1 Lead, 2 Aluminum, 2 Sealant
  • WatchTower - 12 Adaptive Frame, 6 Argon, 16 Iron, 10 Aluminum

Crafting
  • Industrial Workbench - 3 Iron, 4 Aluminum
  • Cooking Station - 3 Alkanes, 4 Iron, 3 Copper
  • Pharmaceutical Lab - 3 Iron, 4 Chlorine, 4 Aluminum, 3 Benzene (C6HN)
  • Weapon Workbench - 2 Nickel, 3 Sealant, 4 Iron, 3 Adhesive
  • Spacesuit Workbench - 4 Cosmetic, 3 Fiber, 4 Aluminum
  • Research Lab - 2 Beryllium, 4 Aluminum, 2 Copper

Defenses
  • Ballistic Turret Mk1 - 2 Beryllium, 4 Iron, 3 Lead - Operating Cost 3 power
  • Tick Turret Mk1 - 2 Zero Wire, 1 Chlorine, 3 Aluminum, 2 Fluorine - Operating Cost 3 power
  • Laser Turret Mk1 - 3 Fluorine, 2 Beryllium, 2 Chlorine, 4 Aluminum - Operating Cost 3 power

Miscellaneous
  • Scan Booster - 2 Beryllium, 4 Aluminum, 3 Copper - Operating Cost 3 power - double scanner range
  • Scan Booster - Advanced - 1 Isocentered Magnet, 3 Zero Wire, 1 Comm Relay, 5 Aluminum - Operating Cost 6 power - triple scanner range
  • Scan Booster - Military Grade - 1 Supercooled Magnet, 2 Comm Relay, 6 Aluminum, 1 Paramagnon Conductor - Operating Cost 12 power - quadruple scanner range
  • Cargo Link - 2 Zero Wire, 2 Beryllium, 20 Iron, 12 Aluminum - same system only; no fuel required
  • Crew Station - 3 Nickel, 2 Iron, 5 Aluminum
  • Landing Pad with Shipbuilder - 18 Adaptive Frame, 2 Zero Wire, 2 Beryllium, 30 Iron
  • Landing Pad - Small - 20 Iron, 8 Aluminum - only ships under 40m
  • Mission Board - 2 Zero Wire, 2 Beryllium, 4 Aluminum
  • Self-Service Bounty Clearance - 2 Zero Wire, 2 Beryllium, 4 Aluminum
Outpost Development - Manufacturing 1
You get a bit more with a bit of research.
Storage
  • Warehouse - Small - 3 Adaptive Frame, 6 Aluminum, 5 Titanium

Builders
  • Simple Fabricator - 3 Zero Wire, 2 Sealant, 8 Aluminum, 4 Tungsten - Operating Cost of 5 power and assorted materials to produce whatever of 12 different things.

Miscellaneous
  • Cargo Link - Inter-System - 3 Reactive Gauge, 20 Iron, 12 Aluminum, 1 Comm Relay - Operating Cost 5 Helium-3
Outpost Development - Resource Extraction 1
Extractors - bigger, better, more power hungry, faster extraction. And more expensive.
  • Extractor - Commercial - Solids - 3 Adaptive Frame, 1 Drilling Rig, 2 Isotopic Coolant, 4 Tungsten - Operating Cost 10 power
  • Extractor - Commercial - Water Vapor - 3 Adaptive Frame, 1 Austenitic Manifold, 2 Semimetal Wafer, 4 Tantalum - Operating Cost 10 power
  • Extractor - Commercial - Water - 3 Adaptive Frame, 3 Austenitic Manifold, 2 Molecular Sieve, 4 Titanium - Operating Cost 10 power
  • Extractor - Commercial - Fluorine (gas) - 3 Adaptive Frame, 2 Molecular Sieve, 2 Reactive Gauge, 4 Vanadium - Operating Cost 10 power
  • Extractor - Commercial - Tetrafluorides (gas) - 3 Adaptive Frame, 3 Austenitic Manifold, 2 Molecular Sieve, 4 Titanium - Operating Cost 10 power
Outpost Development - Power Generation 1
Power
  • Wind Turbine - Advanced - 5 Aluminum, 2 Isocentered Magnet - produces variable power (more than twice of standard wind turbine?)
Outpost Development - Power Generation 2
Power
  • Solar Dome - 4 Aluminum, 2 Tau Grade Rheostat - produces variable power (twice standard solar panel?)
Outpost Development - Robots 1
Robots
  • Sanitation Mini Bot - 2 Zero Wire, 3 Beryllium, 4 Aluminum - Inorganic Resources production +10%
  • Garden Mini Bot - 2 Zero Wire, 3 Beryllium, 4 Aluminum - Organic Resources production +10%
  • Engineering Robot - 4 Titanium, 3 Zero Wire, 4 Polymer, 1 Positron Battery, 2 Uranium - Manufactured items production +10%
Credits
  • Bethesda and all the people who worked on this title for a game I have greatly enjoyed.
  • Image for the guide is a (clumsily, I'm sure - I did it) cropped/resized "White Concrete Building on Desert" taken by Tom Swinnen and acquired for free from stock photo website pexels.
5 Comments
SodBuster 27 Jan @ 5:38am 
local fauna
Reknot 8 Sep, 2023 @ 12:22am 
So just wanted to come back and say I have no idea what caused it. I left the outpost frustrated and then came back today and it stopped exploding. :ArmdZombie:
Reknot 6 Sep, 2023 @ 9:00am 
No, defences are up. While the power is working, found another thread from 10 hours ago that had a hidden pirate ship in proximity. Going to run around and try to see if that's the case. I will report back any findings, may be worth it whatever I find.
Kellis  [author] 6 Sep, 2023 @ 5:30am 
Sorry - as you can perhaps see by the limited list, here, I've not yet got far into outpost building, and no, I've not yet seen buildings blow up on me. Could it be natives attacking and a lack of defenses keeping your buildings safe?
Reknot 6 Sep, 2023 @ 3:44am 
Hey, have you had issues that all of your Extractors and Power parts just blows up one by one? And if so; why and how can I fix it?

Thought Landing Pad with Shipbuilder caused it but it doesn't seem like it.

It's night and i power it all by solars can that be it?