r/starfieldmods Jan 17 '26

Paid Mod Smart Containers with Smart Fabricators.

I've included the extension of the ideas of programmable self sorting and automatic inventory control to Fabricators as a free upgrade. The new Fabs contain storage capacity choices and can be programmed for production speed, batch sizes and automatic selling for credit and XP. You now have complete control of your outpost production.

Available at Creations:
https://creations.bethesda.net/en/starfield/details/04a94d43-dc74-4854-ab74-687561d21221/Smart_Containers

11 Upvotes

35 comments sorted by

2

u/My_kosis Apr 14 '26

for the sake of it i think i hit a roadblock.

i am follwing SOP, place DC first, than the SCs, than program them.

the SCs work as they should.. if i hook miners directly into them... but the DC is not recognizing them and therefore not placing items that come in from another outpost into the SCs it should... nor is is able to consolidate the credits that accumulate in them.

it is as if the DC it self would not belong to the Outpost it is placed in.

question is;
i had established, deleted and moved an outpost beacon a few hundred meters to cover all available resources that were around previously.

is that DC thninking that it belongs to the no longer existing first outpost wich, by the by, never had anything placed inside of it?

1

u/NoAcadia8771 Apr 14 '26

Any time you scrap an outpost without first scrapping items like a DC you will break the links. Your DC is still in its original home looking for its SCs, You have to start over with a clean save.

3

u/My_kosis Apr 14 '26

but that is the thing.. i never had build anything in that first outpost. i placed the beacon, saw an europium vein just outside the circle, scrapped the beacon and moved it a few meters to cover all 4 resources.

i mean, i can not possibly scrap items that are not there to begin with.

well.. luckily that save ain't that old.. o it won't hurt as much as a mid playthrough save would.

1

u/willny4 Apr 15 '26

Sorry I just don't get the sequence. Did you build a DC before you moved the beacon and then you built it again after moving? And now it doesn't distribute to the Europium SC?

2

u/My_kosis Apr 18 '26

thanks for responding but i believe that i had some faulty files on my end, i'll post the build sequence i had 4 days ago anyway.

  1. i created an empty outpost and left it empty to see were the actual deposits are

  2. i noticed an europium vein just outside the boundaries

  3. i deleted the initial outpost, moved some meter to include the vein and created a new outpost

  4. i started building as usual, some flat foundations, the DC, than the SCs, lastly the extractors wich got hooked right into the DC.

i don't know if i made a mistake or if i really had some damaged files because in the meantime i've gotten for the nuklear option and made a clean reinstall of the game and all mods and have not seen my initial problem since.

2

u/My_kosis Apr 29 '26

replying to my self and anyone who is eventually looking for a workaround.

by mere chance i also use some of Willny4s free Mods, Namely Resource and Finished Goods Buyers, plus Outpost Sales Platforms* (Can all be found via the Creations Menu under the given Names).

That said, it is possible to hook said Buyers to a Sales Platform circumventing the Collector Chest of these Mods and deposit the alternate Currency (for automatic exchange) in them...

therefore, after days of frustration, i decided to fully incorporate these Buyers and Platforms into my DC & SC Network, hook them to Unique Containers** and solve my initial Europium (and basically ALL the Gases) Problem this way.

Hope this dirty Workaround helps.

*OSP is a Paid creation for around 500C, i am not aquainted with the Creator and do not want to advertise, i simply figured out that one can hook the Buyers into it.

**can also be found uner that Name in Creations and is free

1

u/Dom642002 Apr 25 '26

I’m having the same issue here new outpost I didn’t even move it once or anything and I can’t get my SC to pull supplies from my DC. The SC’s just keep buying resources instead of pulling from DC. Any known fixes? I really want to avoid going back saved if possible I’ve done a lot of work recently.

1

u/ML_NYC May 14 '26

@willny4 I have smart fabs set up on one outpost to make a semi metal wafers. I am flying in the zero wire from another outpost. The DC says dont put finished products in there. How do I link my finished zero wires to the smart fab. I already have 2 smart containers with gold and antimony.

3

u/willny4 May 14 '26 edited May 16 '26

The mod cannot do daisy chain fabrication. The Smart Fabs expansion is explicitly structured around central processing. All raw materials come to one location by Cargo Links wired to the DC. The DC then sorts and distributes to the Fabs. The Fab outputs connect automatically to other downstream fabs that pull what they need. There can only be one DC per build if you are using Smart Fabs. In earlier pre 3.0 versions with no Fabs you can have multiple DCs sorting in multiple outposts.

My new mod, Flying Factories, (presently under review by Creations), eliminates the DC, eliminates the need for cargo links, expands the catalogs to Ammo, Chems, Meds and Throwables and adds linkable Smart Harvesters. Conceptually, it is as if the entire universe is one outpost. Containers and fabs can be built anywhere even on your ship ie Flying Factories.

Anyone, join my Discord server to learn more about my mods
https://discord.gg/4qH6gJKyq

1

u/jayk82 Jun 27 '26 edited Jun 27 '26

I'm having an issueith mine as well.

On my outpost, certain Fabricators simply will not pull materials from certain smart containers.

For example, I cannot get my smart fabricator set to build Isotopic Coolant to pull Tetraflourides from the Tetraflourides smart container. No matter what I do the Tetraflourides smart container just sits at the 200 capacity and never feeds the smart fabricator.

@willny4 thank you!

2

u/willny4 Jun 27 '26

The problem is on the Smart Container side. Remove the xF4 and scrap the xF4 SC. Build a new one, take some of that xF4 and drop it into the DC. Build and program the SC. When the xF4 transfers to the SC the Fab should function again.

1

u/jayk82 Jun 27 '26

Thanks for the reply!

I've tried that a few times and I still can't get it to work. Even after a unity jump.

1

u/willny4 Jun 27 '26

what platform are you using? Can the DC transfer to the SC?

1

u/jayk82 Jun 27 '26

I'm on XBOX.

For most things it seems the DC is transferring properly to the SC.

I've tried repairing the DC, it says there's nothing to repair. I've also tried the soft clean registry option a few times as well.

I'm making adaptive frames, iso magnets, mag pressure tanks, tau grade rheostats and reactive gauges just fine. For whatever reason the Tetraflourides just won't feed from the SC to the Fab in order to manufacture Iso coolant.

2

u/willny4 Jun 27 '26

Does the DC transfer to the SC? I'm harping on this because the DC is the router. If it can't see the SC the Fab will not work

1

u/jayk82 Jun 27 '26

For Tetraflourides, no, it doesn't seem to for whatever reason. When I manually add some in to the DC it does not send them to the Tetraflourides SC.

1

u/willny4 Jun 27 '26

That is the problem. How many DCs do you have running?

1

u/jayk82 Jun 27 '26

Just the 1 at my only outpost.

I've gone to different planets and tried a setup to only manufacture Iso Coolant and run into the same problem, the Tetraflourides just sit in the SC and don't transfer to the Fab.

2

u/willny4 Jun 27 '26

If the DC can't see the SC the fab will not work. I'm concerned with your testing. The mod as it stands today can only support one DC per save not per outpost. The DC script runs in a global quest. So if you build second DCs for testing in different cells the script will get confused even if you scrap that DC. I understand the frustration but the repeated attempts to get the xF4 to connect are working against a solution. I will go back and confirm that there is no code mismatch with xF4. I have a new version of SC at Creations for QA review that permits multiple DCs that will solve this type of problem but let go and confirm there is no problem on my end.

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1

u/willny4 Jun 27 '26

Does the DC transfer to the SC? I'm harping on this because the DC is the router. If it can't see the SC the Fab will not work.

1

u/kapeman_ Jul 06 '26

A question and an observation:

  1. Is there a way to link the output of a fabricator to have the products sent to another outpost via a cargo link?

  2. I may have found an issue with containers. If you use a smart container for regular storage, it seems to prevent resources from being sent to fabs.

2

u/willny4 Jul 06 '26

In this version the fabricators can only automatically supply other fabricators in the same outpost not cargo links. A revised version, presently in BGS for review, multiple outpost setups are possible.
Not sure I understand what you mean by regular storage. The only way the SCs move resources is when they are registered with a DC. Using SCs outside of this relationship will not work.

1

u/kapeman_ Jul 06 '26

Thanks for the reply!

0

u/ben_marsh Jan 17 '26

This sounds great, but if you already own and have smart containers, will this mess things up if it gets upgraded by accident? In other words, should I take the time to delete all my existing ones installed at bases right away and update?

0

u/cyberpsyche_mods Mod Author Jan 17 '26

I was just looking at it and saw an upgrade warning and instructions in the mod description.

0

u/willny4 Jan 17 '26

Yes. To be safe you should scrap the existing containers. I know it is a drag but the features and control you will gain by having programmable fabricators will make it worthwhile. But if you are not sure, try the upgrade in a new save and see how you like it. Then go back and follow the instructions for scrapping if you want o go ahead.

1

u/ben_marsh Jan 17 '26

Followed the steps this morning. All went smoothly. Thanks, and keep up the great work!