Starfield — Design 2 Network8 outgoing + 1 incoming

A 4-outpost manufacturing network covering all 30 components. Each outpost has 8 outgoing cargo links (one less than Design 1) plus 1 cargo link configured for incoming — used by the player as a dedicated drop-off slot for top-up resources. Type container counts in the yellow inputs to plan production — all numbers update live.

Methodology: brute-force optimization over partitions of the 30 components subject to the per-outpost constraint (≤8 components, no duplication, closure under inputs except where the player ferries imports). Goal: minimize unique intermediates the player carries between outposts (the lower bound is 4 — achieved here, same as Design 1). Secondary goal: acyclic build order. Difference vs Design 1: sacrificing 1 outgoing slot per outpost shrinks each outpost's component cap from 9 to 8, but the dedicated incoming cargo link gives the player a clean staging container at each hub for top-up deliveries (raws or imported intermediates). The optimizer found a different partition than Design 1 — Outpost A is still closed and built first, but the component layout differs. Player workflow: visit raw-resource outposts → fill ship cargo with raws → land at a manufacturing outpost → drop raws into shared containers (or the dedicated incoming cargo link) → manufacture → pick up products → deliver to next outpost.

Outposts
4
Components
30
Unique Ferries
4
Total Items Planned
0
Total Mass Planned
0
Total Output Containers
0
Total Input Containers
0

Ferry topology — player carries these between outposts

Outpost A Build #1 · Closed 0 ferries IN Outpost B Build #2 · VFR/SW chain 1 ferry IN Outpost C Build #3 · MS/SMS/TS 3 ferries IN Outpost D Build #4 · TGR/ADR/PC 4 ferries IN SCM PMC RG, IM PMC RG, IM, SCM

Help & legend

Component card. Yellow input = your "containers wanted" for that component. Each container holds 300 mass. Items column shows total items needed (your direct demand + implied from same-outpost downstream). Green Nc = output containers needed.

Inputs section. Lists everything this outpost needs to consume. Grouped by container type: solid (yellow border), liquid (blue), gas (purple), organic (green), and manufactured ferries IN (orange). Each row shows quantity, mass, and containers needed.

Build order. A is closed (no incoming ferries). B imports SCM from A. C imports RG + IM from A and PMC from B. D imports RG + IM + SCM from A and PMC from B. Bootstrap by stockpiling missing intermediates manually until each upstream outpost is online.

Top controls. "Set all to N" applies the same value to every yellow input; "Reset all to 0" clears the plan.

Why pick Design 2 over Design 1? Design 2 trades 1 outgoing slot per outpost for a dedicated incoming cargo link. Functionally similar in this player-ferries-everything model, but the dedicated incoming slot gives you a known drop-off zone at each outpost — useful when ferrying mixed cargo so you don't accidentally consume your products. Total ferry count is the same (4 unique types).

Total resource requirements (across all outposts)

Solid (inorganic)0c
No demand yet
Total mass
0m
Liquid (inorganic)0c
No demand yet
Total mass
0m
Gas0c
No demand yet
Total mass
0m
Organic0c
No demand yet
Total mass
0m

Resource Extraction Outposts (19)

19 outposts cover all 38 manufacturing-chain raws plus 13 unused-but-useful raws (Lead, Titanium, Mercury, Platinum, Iridium, Fluorine, Chlorine, Chlorosilanes, Xenon, Argon, Benzene, Carboxylic Acids, Neon — handy for outpost building, mods, etc.). Reduced from 20 by dropping Altair 4-b — Xenon now extracted at Alpha Andraste III's atmosphere alongside Biosuppressant. Methodology adapted from Ilzow's Steam guide. Inorganic + organic combined where possible: Charybdis 2 = Al family + 3 organics; Zeta Ophiuchi 1 = Fe family + Polymer; Fermi VII-a substitutes for Lantana 8-d to combine Ni family with Memory Substrate husbandry. Each resource has its own yellow input for "extra containers" beyond what the chain needs.

Card border (category): Inorganic family Combo (inorganic + organic) Organic only Unique single-source Completeness only
Resource row colors (by storage type): Solid Liquid Gas Organic
Resource row format: Resource Name   need: Nc + [ ] = Nc Nc = containers driven by your manufacturing plan above [ ] = yellow input for extra containers (your stockpile beyond chain demand) = Nc = total (needed + extra) WL = wildlife level (red if >50)

Credits & data sources

Built on publicly available Starfield community data. Recipes, weights, resource states, and outpost methodology were cross-verified across the sources below. Special thanks to the contributors — none of this would exist without your work.

Inara — Starfield database
Manufacturing recipes, component weights, sell prices, raw resource pages, rarities.
inara.cz/starfield
Adanessa/starfield-data (GitHub)
Recipe and item cross-verification — Materials.csv and Resources.csv data dumps.
github.com/Adanessa/starfield-data
Jaheay/starfield-outpost-data (GitHub)
Authoritative resource state classifications (Solid / Liquid / Gas) — corrected Caesium, Tasine, Veryl, Chlorosilanes, Benzene.
github.com/Jaheay/starfield-outpost-data
Starfield Fandom Wiki
Third-source recipe verification (Polytextile, Indicite Wafer, Vytinium Fuel Rod) and Veryl gas-state confirmation.
starfield.fandom.com
Ilzow — Steam Community Guide
"Easy Outpost Setup for All Inorganic Resources" — methodology blueprint for the 19 resource extraction outposts.
steamcommunity.com/sharedfiles/filedetails/?id=3036186827
u/IronDusk34 (Reddit — r/NoSodiumStarfield)
Reframed cargo links as on-demand delivery (not 24/7 conveyors) — directly informed the player-ferry "expedition" model these designs use instead of automated chains.
reddit.com/r/NoSodiumStarfield/...how_cargo_links_are
Bethesda Game Studios — Starfield
The base game. All in-game data, names, and imagery belong to Bethesda.
bethesda.net/en/game/starfield
Last updated May 2026