Crafting in Starfield. Learn how to craft research projects like weapons, armors, outpost building, medicine supplies, food, laboratory and crafting station location in this guide.
Table of Contents
What Is Crafting?
Create Items From Collected Materials
Given your extensive field exploration, you can use the resources collected from surveys to craft new items. Keep in mind that crafting requires a specific recipe for each item you intend to create.
How To Craft?
Materials And Skills Are Required
Projects with available materials are easily identifiable by a yellow banner displayed on the left side, accompanied by a flashing notification indicating the materials' availability. Furthermore, please note that specific projects may demand certain skills to unlock them.
Different Crafting Stations
To start crafting, head to the nearest crafting station. The station that you will need to use will depend on what type of item you would like to craft.
Type | Use |
---|---|
Research Lab | Allows research to unlock all types of new crafting recipes. ▼Discover crafting recipes |
Weapon Workbench | Allows modification of all types of weapons. ▼Craft Weapon Mods |
Industrial Workbench | Allow crafting of basic manufactures components. ▼Craft Outpost Buildings |
Spacesuit Workbench | Allows modification of all spacesuits, helmets, and packs. ▼ Craft Equipment Mods |
Galley | ▼Create Food And Drink |
Pharmaceutical Lab | Allows crafting of medicines and other pharmaceuticals. ▼Create Medicine |
Research Lab
You can start creating materials once you have unlocked the recipe of the item that you would like to craft. This can be acquired in the Research Laboratory through completing Research Projects.
Research Lab Projects
Each research project requires materials in order to make progress.
Research Projects - List & How To UnlockUse Science Skill To Complete Research Faster
Skill | Details |
---|---|
Research Methods | By skilfully employing both new and time tested methods, a researcher may complete projects faster, and even gain unexpected insights. |
Research Project Recipes
Research Laboratory - Weaponry
In this you have the ability to craft modifications that will significantly boost your weapon's firepower. Crafting these mods involves gathering specific materials needed for each modification's recipe. Keep in mind that certain recipes requires a certain skill to successfully create the mod. Additionally, you can explore the Research Tree to discover opportunities for further upgrades down the line.
All Weapon Modifications
Project Name | Required Skills | Required Materials |
---|---|---|
Barrel Mods 1 | None | Iron x3 Nickel x3 Sealant x2 |
Grip and Stock Mods 1 | None | Aluminum x3 Nickel x3 Sealant x3 |
Optic and Laser Mods 1 | None | Aluminum x3 Chlorosilanes x2 Sealant x3 |
Muzzle Mods 1 | Weapon Engineering Rank 1 | Titanium x5 Tungsten x10 Sealant x5 |
Magazine and Battery Mods 1 | Weapon Engineering Rank 2 | Titanium x5 Lead x8 Adhesive x5 |
Internal Mods 1 | Weapon Engineering Rank 2 | Zero Wire x5 Irioium x8 Tungsten x10 Sealant x10 |
Receiver Mods 1 | Weapon Engineering Rank 3 | Isotopic Coolant x5 Microsecond Regulator x3 Ytterbium x10 Titanium x30 Lubricant x10 |
Weapon Modification
Weapon mods gives increase damage, enhance performance and better stability. Obtaining the Mod 1 recipe for each weapon mod unlock its upgrade skill trees.
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Barrel Mods
Mod | Effects | Requirements |
---|---|---|
Long Barrel | Increases Accuracy, Recoil Control, and Range at the cost of Aim Down Sight speed. | Barrel Mods 1 Sealant x1 Iron x1 |
Magnetic Rails | Increases the Rate of Fire and Damage at the cost of Aim Down Sights speed. | Barrel Mods 1 Cobalt x2 Lubricant x1 Supercooled Magnet x1 |
Short Barrel | Increases Aim Down Sight speed at the cost of Accuracy and Recoil Control. | Barrel Mods 1 Iron x1 Nickel x1 |
Stabilizing Barrel | Specialized, mag-assisted barrels vastly increases Accuracy and Recoil control at the cost of Aim Down Sights speed while standing still. | Barrel Mods 1 Tungsten x2 Nickel x2 Lubricant x1 |
Standard Barrel | Standard issue barrel. | Barrel Mods 1 Sealant x1 Iron x1 |
Tech Barrel | Greatly increases Accuracy, Recoil Control, and Range at the cost of Aim Down Sight speed. | Barrel Mods 1 Sealant x1 Iron x2 Nickel x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Grip Mods
Mod | Effects | Requirements |
---|---|---|
Ergonomic Grip | A comfortable grip that helps increase Accuracy and Aim Down Sights speed. | Grip and Stock Mods 1 Aluminum x2 Adhesive x1 |
Shielded Tool Grip | A shielded grip to vastly increase Recoil Control at the cost of Aim Down Sights speed. Slightly increases long-range Accuracy. | Grip and Stock Mods 1 Adhesive x2 Tungsten x2 |
Tactical Grip | A lighter grip that increases Aim Down Sight speed, Reload speed, and Stability. | Grip and Stock Mods 1 Sealant x1 Titanium x1 |
Folding Stock | Sturdy folding stock for added Recoil management and greater Stabiilty. | Grip and Stock Mods 1 Aluminum x2 Titanium x2 |
Stabilizing Stock | Specialized, mag-assisted grips vastly increases Accuracy and Recoil control at the cost of Aim Down Sights speed while standing still. | Grip and Stock Mods 1 Adhesive x3 Neodymium x2 Polymer x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Stock Mods
Mod | Effects | Requirements |
---|---|---|
Stock | A full stock for better Recoil management. | Grip and Stock Mods 1 Aluminum x2 Sealant x1 |
Tactical Folding Stock | Lighter folding stock for quicker Aim Down Sights speed and Stability. | Grip and Stock Mods 1 Aluminum x1 Sealant x1 Titanium x1 |
Tactical Stock | Lighter stock for quicker Aim Down Sights speed and better Stability. | Grip and Stock Mods 1 Aluminum x1 Sealant x1 Titanium x1 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Optic Mods
Mod | Effects | Requirements |
---|---|---|
Focal Lens | Specialized lenses vastly increase accuracy. | Optic and Laser Mods 1 Sealant x1 Tungsten x1 Argon x1 |
Glow Sights | Iron sights with specialized capsules that glow in both day and night for increased visibility. | Optic and Laser Mods 1 Aluminum x1 Uranium x1 |
Iron Sights | Standard issue iron sights. | Aluminum x1 Nickel x1 |
Long Scope | Long scope for 6x magnified view. | Optic and Laser Mods 1 Adhesive x3 Europium x3 - x4 Zero Wire x2 |
Recon Laser Sight | Marks enemies while Aiming, and greatly increases Accuracy. | Optic and Laser Mods 1 Adhesive x2 Vanadium x3 Palladium x2 Zero Wire x2 |
Red Dot Sight | Standard red dot sight for better target acquisition. | Optic and Laser Mods 1 Aluminum x1 Neon x1 Helium-3 x1 |
Reflex Sight | Reflex sights for quicker target acquisition and visibility. | Optic and Laser Mods 1 Aluminum x1 Adhesive x1 - x1 |
Short Scope Short | Scope of 2x magnified view. | Optic and Laser Mods 1 Titanium x2 Adhesive x1 - x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Laser Mods
Mod | Effects | Requirements |
---|---|---|
Foregrip with Laser Sight | Laser Sight attachment to help with target acquisition and increase Accuracy. | Optic and Laser Mods 1 Aluminum x1 Neon x1 Helium-3 x1 |
Foregrip with Recon Laser Sight | Marks enemies while Aiming, and greatly increases Accuracy. | Optic and Laser Mods 1 Adhesive x2 Vanadium x3 Palladium x2 Zero Wire x2 |
Laser Sight | Laser Sight attachment to help with target acquisition and increase Accuracy. | Optic and Laser Mods 1 Aluminum x1 Neon x1 Helium-3 x1 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Muzzle Mods
Mod | Effects | Requirements |
---|---|---|
Choke | Muzzle device specially designed to reduce shotgun spread. | Muzzle Mods 1 Sealant x1 Titanium x2 Tungsten x3 |
Compensator | Increases Stability and Hip-Fire accuracy at the cost of long-range Accuracy. | Muzzle Mods 1 Aluminum x1 Nickel x1 |
Double Barrel Muzzle | Changes rounds fired to go through a two-barreled attachment for different spread shots. | Muzzle Mods 1 Titanium x3 Adhesive x2 Tungsten x3 Polymer x3 Ytterbium x2 |
Focus Nozzle | Increases Damage, Headshot Damage, and Range. | Muzzle Mods 1 Titanium x2 Tantalum x3 Polymer x2 Zero Wire x1 |
Muzzle Brake | Increases long-range Accuracy and Stability at the cost of Hip-Fire Accuracy. | Muzzle Mods 1 Sealant x2 Titanium x2 Tungsten x3 |
Shock Charge Band | Electrified device that attaches an electric burst of energy to rounds passed through it. | Muzzle Mods 1 Titanium x4 Adhesive x2 Polymer x1 Ytterbium x2 |
Short Suppressor | Vastly reduces acoustic intensity while increasing Accuracy at the cost of Range. | Muzzle Mods 1 Sealant x2 Tungsten x1 Tantalum x2 |
Stealth Lasers | Reduces the visibility and acoustic intensity of lasers. | Muzzle Mods 1 Titanium x2 Tantalum x3 Caesium x3 Zero Wire x1 |
Suppressor | Vastly reduces acoustic intensity while increasing Accuracy at the cost of Range. | Muzzle Mods 1 Tungsten x2 Tantalum x3 Polymer x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Magazine Mods
Mod | Effects | Requirements |
---|---|---|
Drum Magazine | Vastly increases Ammo Capacity at the cost of Aim Down Sights speed and Reload speed. | Magazine and Battery Mods 1 Lead x3 Titanium x2 Adhesive x2 |
Flechette Drum Magazine | Vastly increases Ammo Capacity at the cost of Aim Down Sights speed and Reload speed. | Magazine and Battery Mods 1 Lead x3 Titanium x2 Adhesive x2 |
Flechette Large Magazine | Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x2 Lead x2 Tungsten x2 |
Flechette Tactical Magazine | Lighter mag that vastly increases Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x1 Lead x1 |
Large Magazine | Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x2 Lead x2 Tungsten x2 |
Medium Magazine | Medium-sized magazine for decent ammo capacity and weight. | Magazine and Battery Mods 1 Sealant x1 Lead x3 Tungsten x2 |
Small Magazine | Increases Aim Down Sight speed and Reload speed at the cost of Ammo Capacity. | Magazine and Battery Mods 1 Sealant x1 Lead x1 Tungsten x1 |
Standard Flechette Magazine | Standard issue magazine. | Magazine and Battery Mods 1 Lead x1 Tungsten x1 |
Standard Magazine | Standard issue magazine. | Magazine and Battery Mods 1 Lead x1 Tungsten x1 |
Tactical Magazine | Lighter mag that vastly increases Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x1 Lead x1 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Battery Mods
Mod | Effects | Requirements |
---|---|---|
Large Battery | Increases Ammo capacity at the cost of Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x2 Tungsten x2 Lithium x2 |
Small Battery | Increases Aim Down Sight speed and Reload speed at the cost of Ammo Capacity. | Magazine and Battery Mods 1 Sealant x1 Tungsten x1 Cobalt x1 |
Standard Battery | Standard issue magazine. | Tungsten x1 Cobalt x1 |
Tactical Battery | Lighter mag that vastly increases Aim Down Sight speed and Reload speed. | Magazine and Battery Mods 1 Sealant x1 Lithium x1 |
Annihilator Rounds | Banned by almost every government, these rounds produce a disease-like effect that spread to any target that gets too close. | Magazine and Battery Mods 1 Lead x3 Adhesive x3 Toxin x4 Hypercatalyst x2 |
Armor-Piercing Rounds | More powerful casing can penetrate even the sturdiest armors. | Magazine and Battery Mods 1 Lead x4 Adhesive x2 Tungsten x3 |
Depleted Uranium | Rounds Built using depleted Uranium, these rounds can penetrate any armor. | Magazine and Battery Mods 1 Sealant x2 Lead x3 Uranium x3 |
Explosive Rounds | Rounds that explode on contact with a surface. | Magazine and Battery Mods 1 Lead x3 |
Flechette Rounds | Multiple razor-edged rounds that slice through unarmed targets and cause a bleeding effect. | Magazine and Battery Mods 1 Lead x2 Adhesive x2 Antimony x2 |
Gut Buster Rounds | Nasty rounds that, upon firing into an enemy, explode out the back into a burst of shrapnel. | Magazine and Battery Mods 1 Lead x3 Adhesive x3 Veryl x2 |
Penetrator Rounds | Incredibly powerful rounds that can pass through multiple enemies. | Magazine and Battery Mods 1 Lead x3 Adhesive x3 Antimony x4 |
Standard Explosive Rounds | Standard issue magazine. | Magazine and Battery Mods 1 Lead x1 Tungsten x1 |
Standard Whitehot Rounds | Standard chemically-tipped rounds that burn on contact. | Magazine and Battery Mods 1 Aluminum x1 Iron x1 Solvent x1 |
Whitehot Rounds | Chemically-tipped rounds that burn on contact. | Magazine and Battery Mods 1 Aluminum x1 Iron x1 Solvent x1 |
EM-Charged Shot | EM-charged ballistic rounds, typically non-lethal. | Magazine and Battery Mods 1 Cobalt x3 Isocentered Magnet x1 Polymer x2 |
Slug Shots | Single, large projectiles that can be fired much further and do vastly more damage. | Magazine and Battery Mods 1 Lead x2 Copper x2 Polymer x1 |
Electromagnetic Beams | Electromagnetic rounds that can knockout living creatures as well as disable robotic units for a time. | Magazine and Battery Mods 1 Adhesive x2 Beryllium x3 Isocentered Magnet x1 |
Ignition Beams | Lasers do more damage and now burn enemies. | Magazine and Battery Mods 1 Adhesive x3 Positron Battery x1 Ytterbium x2 Zero Wire x2 |
Hornet Nest | Explosive rounds explode downwards into a cluster of mini-explosions. | Magazine and Battery Mods 1 Lead x3 Adhesive x3 Tetrafluorides x3 |
Tesla Pylons | Pylons that can be fired into surfaces that arc electricity between them. Mainly used for area denial. | Magazine and Battery Mods 1 Adhesive x2 Tau Grade Rheostat x1 Zero Wire x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Internal Mods
Mod | Effects | Requirements |
---|---|---|
Amplifier | Amplifies power output, increasing damage. | Adhesive x3 Tantalum x3 Isocentered Magnet x1 Zero Wire x1 |
Bullet Hose | Internal module that increases accuracy, range, rate of fire, and tracer frequency. | Titanium x3 Adhesive x4 Platinum x2 Monopropellant x2 Zero Wire x2 |
Hair Trigger | Installs a lighter trigger pull for increased Fire Rate. | Adhesive x3 Iridium x2 Platinum x3 Zero Wire x1 |
High Powered | Increases Damage done. | Titanium x4 Adhesive x3 Tantalum x3 Isocentered Magnet x1 |
High Velocity | Internal module that increases accuracy and range. | Titanium x2 Adhesive x3 Platinum x3 Monopropellant x1 |
Overclocked | Increases Rate of Fire. | Titanium x3 Europium x4 Ytterbium x2 Zero Wire x2 |
Precision Tuning | Precisely tuned to increase Accuracy and Range. | Adhesive x2 Tungsten x1 Iridium x2 Zero Wire x1 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
Receiver Mods
Mod | Effects | Requirements |
---|---|---|
Binary Trigger | A binary trigger that allows for the weapon to fire on pull and release of the trigger for a faster fire rate. | Receiver Mods 1 Lubricant x3 Microsecond Regulator x1 Ytterbium x4 Zero Wire x1 |
Burst Fire | Receiver that fires 2 rounds per trigger pull. | Receiver Mods 1 Titanium x4 Lubricant x3 Ytterbium x2 |
Fully Automatic | Receiver that fires continuously while the trigger is pulled. | Receiver Mods 1 Sealant x3 Lubricant x4 Microsecond Regulator x1 |
Semi-Automatic | Receiver that fires once per trigger pull. | Receiver Mods 1 Sealant x2 Titanium x3 Nickel x2 Copper x2 |
Jump To Section | |||
---|---|---|---|
Barrel | Grip | Stock | Optic |
Laser | Muzzle | Magazine | Battery |
Internal | Receiver |
How To Install Mods To Your Weapons
Order | Procedure |
---|---|
1 | Head to a nearby weapon workbench. |
2 | |
3 | Select which part to add or change mods. |
4 | |
5 |
Research Laboratory - Equipment
Craft Equipment Mods
Equipment mods gives increase damage resistance, reduces oxygen costs and reduces detection from enemies. Obtaining the Mod 1 recipe for each equipment type unlock its upgrade skill trees.
Project Name | Required Skills | Required Materials |
---|---|---|
Helmet Mods 1 | None | Tungsten x3 Cosmetic x2 Polymer x3 |
Spacesuit Mods 1 | Spacesuit Design Rank 1 | Polytextile x8 Copper x5 Cosmetic x5 |
Pack Mods 1 | Spacesuit Design Rank 1 | Monopropellant x5 Mag Pressure Tank x8 Aluminum x10 Beryllium x10 |
Helmet Mods
Mods | Effects | Requirements |
---|---|---|
Ballistic Shielding | Increases Damage Resistance. | Helmet Mods 1 Nickel x1 Cosmetic x1 |
EM Shielding | Increases Electromagnetic Resistance. | Helmet Mods 1 Tungsten x2 Copper x1 Cosmetic x1 |
Energy Shielding | Increases Energy Resistance. | Helmet Mods 1 Tungsten x2 Cosmetic x1 Polymer x1 |
Explosive Shielding | Reduces damage from explosives. | Helmet Mods 2 Titanium x1 Adhesive x2 Sterile Nanotubes x1 |
Sensor Array | Increases the range for enemy detection on the Compass. | Helmet Mods 2 Adhesive x2 Positron Battery x1 Zero Wire x1 |
Heavy Shielding | Increases all Damage Resistance. | Helmet Mods 3 Adhesive x2 Tungsten x1 |
Gravitic Composites | Reduces detection from enemies. | Helmet Mods 4 Adhesive x2 Caelumite x3 Microsecond Regulator x1 |
Spacesuit Mods
Mods | Effects | Requirements |
---|---|---|
Ballistic Shielding | Increases Damage Resistance. | Spacesuit Mods 1 Fiber x2 Cosmetic x1 |
EM Shielding | Increases Electromagnetic Resistance. | Mods 1 Copper x2 Cosmetic x2 Polytextile x3 |
Energy Shielding | Increases Energy Resistance. | Mods 1 Adhesive x2 Polymer x2 Polytextile x3 |
Pack Mods
Mods | Effects | Requirements |
---|---|---|
Extra Capacity | Increases carrying capacity by 10 kilograms. | Pack Mods 1 Aluminum x3 Sealant x2 Polymer x3 |
Hazard Protection | Increases resistance to Airborne, Thermal, Corrosive, and Radiation hazards. | Pack Mods 1 Lead x2 Biosuppressant x2 Isotopic Coolant x1 Molecular Sieve x1 |
Oxygen Reserve | +10% oxygen capacity. | Pack Mods 1 Aluminum x1 Sealant x1 |
Jump To Section | ||
---|---|---|
Helmet | Spacesuit | Pack Mods |
Research Laboratory - Outpost Development
Craft Outpost Modules
By researching projects for Outpost Developments, you'll be able to unlock more advanced modules to create at the Industrial Workbench to make your outpost base better or so you can start growing and farming your own resources. You can also create more items that you can use to aid you or furnish up your bases.
Project Name | Required Skills | Required Materials |
---|---|---|
Manufacturing 1 | None | Zero Wire x2 Adaptive Frame x3 Iron x3 Sealant x3 |
Resource Extraction 1 | Outpost Engineering Rank 1 | Drilling Rig x5 Mag Pressure Tank x8 Adaptive Frame x10 Aluminum x30 Copper x20 Chlorosilanes x10 |
Decoration 1 | None | Structural x3 Fiber x3 Ornamental x2 |
Horticulture 1 | Outpost Engineering Rank1 Botany Rank1 | Mag Pressure Tank x8 Adaptive Frame x10 Tungsten x10 Nutrient x10 Metabolic Agent x10 |
Domestication 1 | Outpost Engineering Rank1 Zoology Rank 1 | Molecular Sieve x5 Adaptive Frame x10 Aluminum x30 Sealant x10 Adhesive x10 |
Power Generation 1 | Outpost Engineering Rank1 | Zero Wire x10 Isocentered Magnet x8 Adaptive Frame x10 Silver x30 Copper x20 Cobalt x10 |
Robots 1 | None | ZeroWire x2 Aluminum x3 Beryllium x3 |
Outpost Defense 1 | Outpost Engineering Rank 2 | Zero Wire x8 Positron Battery x3 Aluminum x30 Titanimu x 10 Copper x5 Fluorine x5 |
Outpost Development Projects
To start crafting items to setup your outpost base, make sure that you have the recipe first. Later on you can upgrade this to increase the items that you can make or get higher yields on your produce.
Power Generation
To power up your outpost system, you will need the following components depending on the planet's environment you are building in.
Build | Details | Requirements |
---|---|---|
Solar Array | Solar generators work best on planets that receives a lot of sunglight | Power Generation 1 Aluminumx4 Beryllium 2x Copperx3 |
Wind Turbine | Wind tubines generate more power on planets with a thicker atmosphere | Power Generation 1 Aluminum x5 Cobalt x2 Nickel x3 |
Fueled Generator | Requires He-3 as fuel. | Power Generation 1 Isocentered Magnet x1 Tungsten Tau Grade Rheostat x1 Austenitic Manifold x1 |
Powered Switch | Turn power on and off | Power Generation 1 2 Aluminum 2 Copper |
Industrial Light Post | Provides Light Source | Power Generation 1 4 Adaptive Frame 3 Zero Wire 4 Xenon |
Light Post | Provides Light Source | Power Generation 1 3 Copper, 4 Aluminum, 2 Xenon |
Industrial Wall Light | Provides Light Source | Power Generation 1 1 Argon 1 Aluminum 1 Copper |
Resource Extraction
You can automatically produce your own resources for crafting and fuel needed in power generators by installing extractors.
Build | Details | Requirements |
---|---|---|
Extractor- Water Vapor | Produces Water | Resource Extraction 1 Alluminum x5 Benzene x3 Membrane x4 |
Extractor- Chlorine | Produces Chlorine | Resource Extraction 1 Alluminum x5 Nickel x4 Copper x3 |
Extractor- Chlorosilanes | Produces Chlorosilanes | Resource Extraction 1 Iron x3 Alluminum x5 Nickel x4 |
Defense
Since your outpost may face the risk of raids, it's important to safeguard it against unwelcome visitors. To achieve this, you'll need to establish defensive measures around your outpost to keep potential threats at bay.
Build | Details | Requirements |
---|---|---|
Ballistic Turret Mk 1 | Basic ballistic turret. | Outpost Defense 1 Beryllium x2 Lead x3 Iron x4 |
Tick Turret Mk 1 | Basic missile turret. | Outpost Defense 1 Chlorine 1x Fluorine 2x Zero Wire 2x Aluminium 3x |
Laser Turret Mk 1 | Basic laser turret. | Outpost Defense 1 Beryllium 2x Chlorine 2x Fluorine 3x Aluminium 4x |
Robots
Automate your outpost with robots for enhanced efficiency. These mechanical helpers can efficiently perform tasks, increasing productivity and freeing up your time for more strategic endeavors.
Build | Details | Requirements |
---|---|---|
Sanitation Mini Bot | Increases the production rate of inorganic resources by 10% | Robots 1 Aluminum x4 Beryllium x3 Zero Wire x2 |
Garden Mini Bot | Increases the production rate of organic resources by 10% | Robots 1 Aluminum x4 Beryllium x3 Zero Wire x2 |
Engineering Robot | Increases the production rate of Manufactured items by 10% | Robots 1 Positron Battery x1 Zero wire x3 Uranium x2 Tintanium x4 Polymer x4 |
Miscellaneous
You can enhance your outpost's functionality by incorporating items that can prove useful in your everyday operations.
Build | Details | Requirements |
---|---|---|
Crew Station | Build this to allow crew to be assigned to your outpost. The outpost Management skill will let you build more crew stations at each of your outpost | Nickel x3 Aluminum x5 Iron x2 |
Scan Booster | Boost the scanner's range | Beryllium x2 Aluminum x4 Copper x3 |
Cargo Link | Transfer resources from one point to another | Zero Wire x2 Beryllium x2 Iron x20 Aluminum x12 |
Mission Board | Earn credits from completing posted missions | Zero Wire x2 Beryllium x2 Aluminumx4 |
Self-Service Bounty Clearance | Use to directly pay credits to clear Bounty | Zero Wire x2 Beryllium x2 Aluminum x4 |
Decoration
Once you unlocked the Decoration 1 project, you'll be able to build more furniture to personalize your base to your liking.
Research Laboratory - Food And Drink
Project Name | Required Skills | Required Materials |
---|---|---|
Old Earch Cuisinet 1 | None | Bread x3 Red Meat x2 Cheese x2 |
Beverage Development 1 | None | Spice x3 Fiber x3 Water x3 |
Mixology 1 | None | Aromatic x2 Alkanes x2 Spice x3 |
Craftable Food Items
Create | Details | Requirements |
---|---|---|
Alien Jerky | Restores Health | Membrane x1 Nutrient x1 |
Alien Sandwhich | Restores Health | Bread x1 Nutrient x1 |
Alien Scramble | Restores Health | Egg x1 Nutrient x1 |
Alien Tea | Restores 3 Health +2% XP Gain for 15m | Fiber x1 Distilled Water x1 |
Alien Tonic | Restores 3 Health +10 02 Recovery for 3m | Beverage Development 1 Aromatic x1 Fiber x1 Distilled Water x1 |
Boba Alien Tea | Restores 3 Health +10 02 for 5m +2% XP Gain for 15m | Aromatic x1 Fiber x1 Distilled Water x1 |
Distilled Water | Restores 3 Health Actions use -20% 02 for 3m | Membrane x1 - |
Grilled Cheese Sandwhich | Restores 5 Health | Bread x1 Cheese x1 |
Ham And Cheese Sandwhich | Restores 5 Health +08 02 for 5m | Syntham x1Bread x1 Cheese x1 |
Research Laboratory - Pharmacology
Start Creating Medicines
Project Name | Required Skills | Required Materials |
---|---|---|
Performance Enhancement 1 | None | Argon x2 Tetrafluorides x2 Metabolic Agent x3 |
Medical Treatment | None | Antimicrobial x3 Amino Acids x2 Aluminum x2 |
You can create your own medicines in the Pharmaceutical Lab. This is useful during exploration as it can cure ailments from getting injured in battle or combat the effects of certain health issues in unpredictable environments.
Antibiotics
Build | Details | Requirements |
---|---|---|
Antibiotics | Tried and true medicine, used to treat afflictions. | Membrane x1 Antibiotics x1 |
Bandages | Treats Contusions, Lacerations and Puncture Wounds | Sealant x1 Fiber x1 |
Heal Paste | Treats Burns and Frostbites | Membrane x1 Analgesic x1 |
Immobilizer | Treats Disclocated Limb, Fractures Limb, Fractured Skull, Sparin, and Torn Muscle | Structural x1 Sealant x1 |
Injector | Treats Brain Injury, Concussion, Heatsroke, Hernia, Hypothermia, Lung Damage, Poisoning and Radiation Poisoning | Membrane x1 Metabolic Agent x1 |
Penicillin | +20 02 for 2M Treats Infections | Membrane x1 Metabolic Agent x1 Antibacterial x2 |
Snae Oil | +20% C2 Recovery for 2M Treats Brain Injury, Concussion, Heatsroke, Hernia, Hypothermia, Lung Damage, Poisoning, and Radiation Poisoning | Sedative x1 Metabolic Agent x2 Chlorine x1 |
Crafting Skills
Skills Required in Crafting
although have the following resources, you still won't be able to craft a particular item if you have not met the required skill needed. Make sure to unlock the following skills that are needed in most module projects.
Skill | Details |
---|---|
Weapon Engineering | Life in the 24th century can be exceedingly dangerous, and the ability to maintain and modify personal weapons can be essential to one's survival. |
Spacesuit Design | While a basic spacesuit can protect one from the vacuum of space, it takes a specialized design to withstand the rigors of many alien worlds. |
Outpost Engineering | Proper construction of habitation modules is essential to one's survival on any alien world. |
Botany | The scientific study of flora, while important on Earth, became even more essential as humanity began exploring alien worlds. |
Zoology | No one could have expected the number of new species encountered on alien worlds, or the Importance of those skilled in their behaviour and domestication. |
Skill Related Articles | |
---|---|
Skill System Guide | All Skills & Types |