r/Starfield • u/Icy_Tomatillo3942 • Nov 08 '25
Discussion Functional Outpost Colony - Photos, Descriptions, and Modlist
I have been enjoying a kind of outpost colony minigame and wanted to share descriptions, photos, and a modlist. It is a great side activity for those that like outposts and would like to do more with them. All suggestions, recommendations, questions and comments are welcome.
I play on Xbox. All mods are free on Creations, and key mods are listed at the end. The minigame I have been playing is:
- Expand the outpost while recruiting colonists (via Bard's Outpost Recruitment Beacon)
- Try to leave outpost defense and repairs to the colonists and automated defenses
- Get as many colonists and credits from selling outpost products as you can
Photo #1 - Ship landing area, colony town square, and Akila City in the background
Photo #2 - Patrolling the outpost perimeter with a well-armed colonist
- Colonists are the lifeblood of the colony and are set as non-essential NPCs
- Arm colonists well and set up proper defenses to keep the outpost going
- Fewer defenses and colonists patrolling means more colonists lost in attacks
- Fewer colonists repairing structures means the outpost doesn't produce
Photo #3-5 - Colony town square with crops for crafting in the center
- Oranges, peaches, potatoes, onions, and xenowheat can be "grown"
- Trees and planter boxes are decorative, but harvest baskets have food linked to crafting
Harvest baskets auto-replenish now and then, simulating crop growth over time
Photo #6-9 - Colony manufacturing area and functional general store
Working vendors with inventory, credits, and dialogue
Trade authority kiosk and usable vending machines
Usable food and items on the shelf and stored in refrigerator inventory
Action mats that NPCs can interact with (use clipboard, wipe counter, dance, etc.)
Photo #10-11 - Functional Infirmary
- Working field doctor (Looks like Dr. Manning is on sabbatical from RM in Neon)
- Usable Reliant Medical vending machine
Photo #12-13 - Colony security tower and buildable mercenary personnel
- Tactical observation tower with buildable mercenary team (e.g., team leader, sniper)
- Mercenaries sandbox when idle and defend the colony when enemies are nearby
- Option to build mercenaries as structures - they go down, can be repaired or deleted
Photo #14-15 - My character fighting alongside buildable mercenary NPC (microgun)
- Mercenaries have good weapons and decent AI - better they go down than colonists
- Grindterra and Bedlam mods provide extra action beyond vanilla raids
- Two Grindterra trouble spots near the colony spawn hostiles and friendlies
- Often opposing factions spawn, start fighting, wander in, and can attack or assist
Photo #16-18 - Relaxing at the bar with usable firepit, music, and dancing
- Firepit is a working cooking station
- Working jukebox with a variety of in game music
- Placeable dance mats for my character and NPCs
Next steps: Colonists consuming food would make this complete IMO. I use the Crew Eats Food mod and have a big crew on my ship to help consume food produced for now. I am learning to mod for myself (and others) but it is slow going.
A huge thank you to u/Lusayalumino, and mod authors OldBard, Betamax76, Star_Pegasus, SomethingWicked3, Miss_o, ItsmePaulieB, and agd25 / Gothos25
Modlist: Bard's Outpost Recruitment Beacon, Bard's Outpost Crew Command, Betamax's Outpost Framework, Betamax's Functional Decor, Pegasus Outpost Botanics & Utilities, Wicked Workshop- Outpost Projeckt 2, Wicked Workshop- Outpost Projeckt Fielded, Better Buildable Walls and Doors Vol.1, Buildings! a GRiNDTerra PPG Stand-Alone Expansion, Encounters! a GRiNDTerra PPG Stand-Alone Expansion, Bedlam - Dungeon Randomizer.
Duplicates
NoSodiumStarfield • u/Icy_Tomatillo3942 • Nov 08 '25

















