Starfield

Starfield

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23 Outpost Setup for ALL 72 Farmable Resources
由 pancakemix 制作
This guide will show you how to farm all 72 farmable resources in the game in only 23 out of the maximum 24 outposts, and how to get them all funneled to a single "Hub" outpost. It will also tell you where to find the remaining 5 nonfarmable resources.
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Introduction:
There are other outpost guides out there, but most are only for the inorganic resources, and don't actually include all 72 farmable resources. The few that do don't explain how to set up your outposts or get them all conveniently funneled to one location.

With that in mind, I decided to create this guide so you can create an ACTUALLY complete outpost network. By following it, you should be able to produce every farmable resource in the game, and funnel them to a single Hub outpost of your choosing in only 23 outposts, leaving you with one more outpost left do do with whatever you want. So you can craft/modify and research without ever having to worry about running out of resources ever again.

It should be noted however that 5 out of the 77 total resources in the game can't actually be farmed automatically by any means, because no farmable source for them exists. And so they must be collected manually. Fortunately, they are very infrequently used or needed for anything, so it isn't a big deal. Regardless, this guide will tell you where these resources can be found and collected in abundance. They are Aqueous Hematite, Caelumite, Neurologic, Quark-Degenerative Tissues, and Chasmbass Oil.

This guide is mostly based off of the work of VocabullDrop9 on Reddit, who has given open permissions to anyone to use his work. I take only minimal credit for creating the outpost map with https://app.diagrams.net/ and the work of putting together this more user friendly guide.

Link to the original source:
https://www.reddit.com/r/Starfield/comments/174he54/outposts_how_to_get_all_resources_in_23_outposts/
Requirements:
In order to complete the outpost network, you're going to need certain skills. Some are absolutely required, while others are just nice to have, and can help when building the network.

Note that you don't need to have all these skills in order to start building your network, so you can just pick them up as convenient while you go along. But eventually you will need at least the Hard Required ones to complete it.

Hard Requirements:
Research, Outpost Development, Manufacturing 1: This research is required to build Inter-System Cargo Links, which are required to develop any kind of network at all, and is also necessary to automate the production of resources which require off world shipments (Fiber and H2O).

All ranks of Planetary Habitation: This skill is absolutely essential, because every rank not only increases the number of outposts you can build, it also allows you to make outposts on planets with more extreme environments. Without this skill, you won't be able to build the full network, and you won't be able to make outposts on some planets at all.

Rank 1 of Botany: Rank 1 of Botany unlocks the ability to farm flora at your outposts. Without this skill, you cannot automatically produce any flora based resources.

Rank 1 of Zoology: Same logic as Botany, but for fauna.

Soft Requirements:
All ranks of Scanning: Each rank of this skill will allow you to detect a higher tier of resource when showing a planet's resources from the orbital view. Without this, you wont know what biome the more exotic resources spawn in. Technically, it isn't necessary to know where resources spawn on a planet to be able to find them, and you can make educated guesses, but there will be a lot more trial and error without this skill.

Rank 1 Outpost Management: Rank 1 of Outpost Management doubles the number of cargo links you can place at outposts from 3 to 6. If you don't plan on daisy chaining your outposts to funnel them to a single Hub, then you can skip this skill. Daisy chaining with 3 cargo links per outpost doesn't work due to the way items (He-3) distribute to connected containers.

Nice to Haves:
These skills are by no means required, but they are nice to have.

All ranks of Special Projects: Each rank of Special Projects enables you to manually craft higher tier manufactured resources at industrial workbenches, which is helpful if you want to build more complex outpost equipment/modifications for your weapons and armor. It's a lot more convenient than using the manufacturing machines (and spares you from having to research/build them) and you get XP for it. The last rank also increases extractor output.

All ranks of Weight Lifting: Every rank of this skill increases carry capacity, and since you're probably going to be lugging around a lot of resources, this can be very helpful. That said, a good ship cargo hold, and/or the Personal Atmosphere power are both a lot more useful.

All ranks of Payloads: Same logic as Weight Lifting, but for your ship's cargo hold. Probably considerably more impactful, due to the greater size of the cargo hold, yet also less necessary, as the cargo hold can be expanded almost indefinitely just by buying more cargo modules.

All ranks of Surveying: Every rank of this skill increases the range of your scanner, which helps scanning go by faster, since you don't need to get right up on something to scan it.

The other 3 ranks of Botany: Every rank of this skill reduces the number of scans necessary to fully scan a particular species of flora, which helps to speed things along, as you must fully scan a flora before you can farm it. It also increases the number of resources gained from manual harvesting, which can help fill in some resource gaps quickly.

The other 3 ranks of Zoology: Same logic as Botany, but for fauna.

All ranks of Outpost Engineering: The first 3 ranks of this skill unlock bigger and better versions of things for research, which you don't really need, but can improve your outpost production. The last rank reduces the cost of building things at outposts by half, which can really save a lot of resources in the long run. But you'll probably want to stick to the basic stuff for simplicity's sake, and by the time you get to rank 4, you might not need it.

Research, Outpost Development, various: If you do take the later ranks of Outpost Engineering, then you'll have plenty to research to increase production at your outposts. Of particular note would probably be commercial and industrial extractors for He-3 production at the Hub, and larger storage boxes.

All ranks of Environmental Conditioning: Every rank of this skill reduces the danger of being exposed to hostile environments, and some planets are very hostile indeed. By no means required, especially if you're quick enough that the environmental damage never gets a chance to build (or you're playing with it turned off).

All ranks of Cellular Regeneration: Same logic as Environmental Conditioning. Environmental damage can cause injuries, and this skill helps to heal/prevent them.

All ranks of Decontamination: Same logic as Environmental Conditioning. Environmental damage can cause injuries, which in turn can cause infections, and this skill helps to heal/prevent them.

Rank 4 Outpost Management: Rank 4 of Outpost Management doubles the rate of extractors, which can help provide the resources necessary to build the outpost network, but you can just sleep or wait on a planet with longer hours than Universal Time to quickly pass the time for them to gather resources. Not worth the skill points unless you have nothing else to spend them on.

All ranks of Geology: This skill increases the resources gained from manually harvesting inorganic resource nodes. It can help with the initial startup costs until you have extractors for the basic resources going, and it can help quickly fill in any resource gaps as they crop up. But frankly, not worth the skill points unless you have nothing else to spend them on.

All ranks of Astrophysics: All ranks of Astrophysics increase the chances that when scanning a planet, you will discover a planetary trait for free, which can speed up surveying. But fully surveying planets isn't required.
Building the Network, Part 1:
The primary goal of this guide is to automatically farm/produce all 72 of the farmable resources in the game.

The secondary goal is to create a network of cargo links that feed all the resources back to a "Hub" outpost, for convenience.

Due to clogs, (addressed in a later section) the secondary goal is possible, but not without hickups. There is a simpler, alternative version later still if you don't mind a bit more manual adjusting, in exchange for a lower setup cost solution that should never clog the network.

The Main Setup:
In broad strokes, the network will consist of three types of outpost. A Hub, Distributors, and Endpoints. All three types will be producing resources, their type only determines what role they'll play in the network. Due to the fact that any given outpost can only handle a maximum of 6 cargo links at a time, but there are 23 outposts in total with this setup, it is necessary to join a large number of small cargo streams together into a smaller amount of larger streams, so that the Hub can take in the larger steams in under the 6 cargo link cap.

The Hub is where all your resources are eventually going to be funneled into. It is the "Parent" to all Distributors, which are its "Children". It also produces He-3, which is necessary to run the cargo links. I chose the moon Bindi in the Cheyenne system, but the Hub can actually be ANY planet/moon in the game, as long as it has He-3 as a resource. Good candidates include any place that's easy to find, close to civilization, and a non-hostile environment. The Hub has 4 cargo links going to and from the Distributors, which leaves 2 other cargo links free for whatever. Maybe a link for one of those mission board resource supply quests, or a link to your 24th "home" outpost.

There are 4 Distributors which act as the middle point of the network. They are sent He-3 by their parent--the Hub--and use it to power their own cargo links, which take resources from their children, the Endpoints. Meanwhile, they take the resources they get from the Endpoints, along with those that they generate themselves, and pass them onward back to the Hub. Any outpost can be a Distributor; I would recommend making the first outposts you establish outside of the Hub your Distributors, or you can just follow the map below. Linnaeus II and its children are a special case for reasons we'll get into later. Each Distributor has 1 cargo link to and from the Hub, and 4 or 5 additional cargo links going to and from the Endpoints, which is just barely under the 6 cargo link cap.

There will be 18 Endpoints, which serve no purpose but to gather resources and send them to their parents, the Distributors. These will just be whatever is left over after you've chosen your Distributors. Endpoints should only have the 1 cargo link going to and from their Distributor.

The Map:
The above map shows the entire network (except H2O**), all of the connections showing who sends what and where, all of the planets you need to create an outpost on, and what resources you need to produce from those outposts.

The vast majority of planets/moons in this game are named after the system they're found in, followed by Roman numerals to indicate their order in the system, and if it's a moon, a letter to indicate their order in orbit around their parent planet. For example, Decaran VIIB is the 2nd moon of the 7th planet in the Decaran system. If a planet has a unique name that is not borrowed from the system it is in, the map tells you what system the planet can be found in, separated by a comma (,) and then the name of the planet. For example, the planet Sumati, found in the Narion system is shown as "Narion, Sumati".

Inorganic resources are shown on the map by their shorthand name on the periodic table. If you aren't familiar with them, you can find all the resources in the game, and their associated shorthand name listed here: https://starfieldwiki.net/wiki/Starfield:Resources#Inorganic_Resources

*Neurologic is exclusively found on Zeta Ophiuchi I, but cannot actually be farmed automatically. More information in the Where to Find the Nonfarmables section.

**H2O can be found on many planets--almost any with flora/fauna. It's your choice which you want to get H2O from. I use Katydid, personally.

Why Linnaeus II and its children MUST be grouped:
All organic resources require one or more other resources to function. Most outposts are able to produce the resources necessary to farm a given organic resource on the same planet. For example, if you have to farm some flora, and that flora requires water to farm it, the outpost will usually be able to also produce water, so as to supply its own needs.

The children of Linnaeus II are the exceptions. They all require Fiber to function (and in the case of Fermi VIIA, H2O), but are unable to produce it themselves, and so require outside shipments. Linnaeus II is our Fiber and H2O producer, so it MUST be a Distributor, and it MUST have the child Endpoints it does, so it can send Fiber and/or H2O shipments back while it takes their resources.
Building the Network, Part 2:
How to Set up Your Outposts:
The Hub:

The Hub needs 4 inter-system cargo links (or 3, and 1 in-system cargo link, if you build your outpost in the same system as one of your other outposts), which will each be linked to one of the 4 Distributors.

Each cargo link will need its He-3 storage (if it isn't an in-system) to be connected to an He-3 extractor. Ideally one extractor for each cargo link exclusively, to insure no link hogs all the He-3.

Each cargo link will also require at least one separate and exclusive He-3 extractor to be connected to its Outgoing box (the red one), so that it will send He-3 to the linked Distribution outposts. It is very important that they are separate and exclusive, because the He-3 will not be distributed evenly, and it will struggle to keep up with demand enough to feed the 4-5 cargo links on the other side of each Distributor. If there is any part of the network that warrants Commercial or Industrial extractors, it's here, but you can compensate by just putting down more extractors and doubling up the feed to each outgoing box. Just be sure that any extractor only goes to ONE cargo link.

For convenience, you can connect all the cargo link's Incoming boxes (the green ones) to storage boxes of each type, so you don't have to run up to each link to gather the resources manually. (You won't need the manufactured goods box, no naturally occurring resources go there.)

Distributors:

Chosen for this example is Linnaeus II, which is like a typical Distributor in all ways except that it also sends some resources to its Endpoint children.

Each Distributor will need either 5 or 6 inter-system cargo links (though one can be in-system if the Hub is in the same system). One of these cargo links will go to and from the Hub, and the other 4 or 5 will go to its child Endpoints.

The cargo link from the Hub will connect to every other cargo link going to the Endpoints in two ways. The first is the Hub link's Incoming box (the green one) will connect to the Endpoint link's He-3 storage. This way, the He-3 being sent from the Hub will be used to power the Endpoint links. The second way they'll be connected, is that all the the Endpoint links will send the resources coming from their Incoming boxes to the Hub link's Outgoing box (the red one).

Any resources the Distributor outpost produces should also go in the Hub link's Outgoing box.


In Linnaeus II's case, you must also supply each Endpoint link with Fiber, and in one case H2O. Do this by connecting a greenhouse and/or extractor to the Outgoing boxes. Again, each cargo link should have its own separate and exclusive greenhouse/extractor, or else one link might hog the output. The Hub should also have its own Fiber greenhouse (and H2O extractor if this is where you get your H2O for the Hub), of course.

Endpoints:

Endpoints are very simple. They just need 1 cargo link to their parent Distributor, and the resources they produce need to go to the Outgoing box.


In the case of Linnaeus II's children, you also need to connect up the Incoming box to the greenhouses/animal husbandry facilities that need imported resources.
Clogs and How to Deal with them:

An example of a clog.

For some reason, the Distributor outposts's Hub link's incoming box tends to get clogged with what appears to be "backwash" from it's own Outgoing box. It becomes so full of resources, that there's eventually no room for He-3. And without He-3, the Distributor's child Endpoints stop making deliveries. You will still get the Distributor's resources, but none from the Endpoints. So if you aren't seeing resources from your Endpoints, this is probably why.

The solution to this is to simply take all the resources out of the Incoming box.

A longer lasting solution (shown below) is to connect the Incoming box to a storage box of each kind, and then connecting the solid and liquid boxes back to the Outgoing box so most of the blockage will clear itself. It is important to NOT connect the gas storage to the Outgoing box, otherwise you'll be sending away your He-3. You should also connect the gas storage to the He-3 tanks of the Endpoint links, so that they'll still get their fuel. Clogs will still occur, but this will delay them, it seems like.
An Alternative:
A less automated, but much cheaper, simpler, and clog free solution is to have no Distributors (other than Linnaeus II).

There is only a single Hub, and 22 Endpoints, and you simply swap one of your cargo links at the Hub around to whatever resources you're needing at the moment.

Even under this model, Linnaeus II must still distribute resources to its children in order for them to produce their resources. The main point of difference is that each of these children would not be sending back resources to Linnaeus II, but would instead have a second cargo link that only goes directly to the Hub.

Linnaeus would likewise have an additional cargo link which only sends its own resources back to the Hub, while the other only receives He-3 from the Hub to run the other cargo links, which should be clog proof.

There are three benefits of this model. First is that you would only need one He-3 extractor connected to the Hub's cargo link's He-3 tanks, and then another going into the Outgoing box of Linnaeus II's dedicated cargo link. Likewise, you would need far fewer cargo links overall. The greatest benefit, however, is that this design should be clog proof.

The downside is that you would need to regularly run to each cargo link at the Hub to manually shift around the connected outpost(s) if you needed resources from multiple outposts, and couldn't just collect them from a single convenient storage box per solid, liquid, and gas near the Hub outpost's fast travel point.

The redesigned Hub:

Free cargo links for gathering from whatever Endpoints you need. Once you've got the resources from one place, switch the destination to the next and so on. Multiple are are more convenient for gathering from many at once, but just one will also work (only more slowly).

The Hub's dedicated Linnaeus II He-3 supply link:

Outgoing is nothing but He-3, and the incoming link isn't connected to anything, because it shouldn't contain anything.

A redesigned Linnaeus II:

The cargo link at the very back supplies all the Endpoint cargo links with He-3 like usual, however it no longer takes anything into its Outgoing box.
There is also a new cargo link in the middle, which only takes the resources generated AT the outpost, and sends them to the Hub (if one of the free cargo links at the Hub is being connected here).
The Endpoint links should not have anything in their Incoming boxes, because Linnaeus II should no longer be receiving any resources (other than He-3 from the Hub). Its Endpoint links are now only used for sending off the necessary resources.

A redesigned Linnaeus II child:

All of Linnaeus II's children now have an additional cargo link, which is kept free for the Hub to connect to. This is the link that the produced resources are sent back to the Hub through.
The other cargo link is for receiving the necessary resources from Linnaeus II to supply the greenhouses/animal husbandry facilities. Resources produced at this outpost should NOT be sent here.
Tips, and Other Things to Note:
Here are some miscellaneous bits of information that are important or useful to know when creating the network.

You MUST fully scan a flora or fauna before you can begin production of it at an outpost.

The resource view is only partially accurate to where resources spawn on a planet. Resources are distributed on planets by biome. Even if the resource view shows a "bald spot" for resources on a planet, there will still be resource deposits there matching the biome, same as any other place on the planet with that same biome. So look at the biomes where the resource view is telling you the resources spawn, and use that info to go to the correct biomes.

Additionally, most resources are only found in some of the biomes of a planet, and not in others. This shouldn't be an issue for many of the outposts in this guide, but if certain resources you need aren't being coupled together within a given biome, there is a solution. First, determine what two kinds of biomes the resources you need are spawning in. Then, find some place on the orbital map where those two biomes meet, and set down as precisely in the middle as you can. Then look around in that area for the seam between the two biomes (the surface map can be very helpful for this), and go along that seam searching for resources that spawn along the edges of the two biomes within range of the same outpost.

When searching for resource deposits, the outpost can be set down an incredible distance away from the player, and will tell you what resources would be in range of the outpost in that area. So you can open the create outpost interface, then sweep the outpost beacon around to quickly see what resources are in the area.

I like to name my outposts after the resources they produce, to help keep better track of them. However, in several cases it may be necessary to leave out spaces and use shorthand to get it to fit. I.e. "Ag, Pb, HighTensile Spidroin, Fiber, H2O" becomes "Ag,Pg,HghTnsleSpdrin,Fiber".

You can still fast travel while over encumbered if you're sitting in the pilot seat of your ship.

When you delete something in an outpost, you get a FULL refund of the resources you spent to build it (as well as its contents, if it was a container). So if you want, you can delete every item at an outpost, and rebuild it somewhere else at no extra cost. BE WARNED: This is only true if you delete the objects manually--if you delete the outpost BEFORE you delete all the objects placed in it, you will NOT GET A REFUND FOR THOSE OBJECTS LEFT BEHIND!

You can ALWAYS access and use any resources stored in your ship's cargo hold for crafting/building/researching, ANYWHERE regardless of distance. You just can't take or store items manually from a distance, depending on your difficulty settings. So to save inventory space, store your resources in your ship when you can.

The REV-8 rover is obviously extremely helpful for quick traversal when scanning planets, but it also increases the scanning range (and stacks with other range extenders) when riding it, and its laser works just as well if not better than the cutter for harvesting mineral nodes. Even better, any fast travel restrictions regarding being over encumbered are lifted while you're riding it. So, buy it ASAP, and use it extensively.

Extractors--even of the same type/tier--produce at different rates depending on the resource's rarity.

Fully surveying a planet is not necessary, but doing so does increase resource production.

You can press and hold the Alt key to make the names of all systems visible on the galaxy map.
Where to Find the Nonfarmables:
There are 5 resources in the game that cannot be farmed automatically because no farmable deposits exist for them. They aren't often used, fortunately, but in case you still need to source them, where and how to get them is listed here.

Aqueous Hematite:
Found on Sol, Mars.
It appears anywhere on the surface of Mars as mineral nodes. But large quantities can be found in the Abandoned Mines near Cydonia. Quick and easy access is available through the Deep Mines Employee Exit (but requires that you go in through the normal way first).




Caelumite:
Found in large quantities anywhere Artifacts are buried.
Also found around Gravity Anomalies, on planets with the Gravity Anomalies trait, which is any planet with a Temple.

If you can't remember where you dug up any Artifacts or found any Temples, then you can always fall back on the Argos Extractors Mining Outpost on Narion, Vectera, where there are plenty of nodes around where you dug up your first Artifact.





Neurologic:
Found on Zeta Ophiuchi I, harvested manually from Mountain Silkweed, which grows in Swamp, Frozen Dunes, Deciduous Forest, Mountains, and Savanna.

No tricks or tips to find large quantities of this, I'm afraid.



Quark-Degenerate Tissues:
Found as loot from any dead "elite" or "boss" fauna--the ones with multiple healthbars and with or without a chevron under their level.

At least Terrormorphs are able to drop these occationally, even if they aren't "elite", so you can take the repeatable Vanguard: Bug Hunt mission. Otherwise, kill a lot of aliens, and maybe stick to low level ones that are bad at fighting back.




Chasmbass Oil:
Found on Volii Alpha, Neon, available for sale by many merchants.




Closing Thoughts:
I can't promise that this is an optimal or perfect guide, but I can at least guarantee that it works.

If you have any questions, notice any errors, have any corrections to make, or advice/tips to improve the guide, please feel free to share them in the comments.

I hope this guide helped you.
Have fun!
22 条留言
pancakemix  [作者] 9 月 2 日 上午 1:06 
@Joshybones:
This isn't a place for zero-thought Starfield "reviews", this is a guide for gathering all resources in the game, and funneling them to a single outpost.

If you don't intend on leaving comments related to the guide or the subject of outposts, do yourself and everyone else a favor and remain silent instead of being pointlessly obnoxious.
Joshybones 9 月 2 日 上午 12:55 
Starfield sucks.
pancakemix  [作者] 9 月 2 日 上午 12:17 
@ing someone doesn't send them a notification in Steam, I do that just to make it clear who I'm speaking to. You're still going to get notifications, because you're subscribed to this thread, and you're going to continue getting notifications as long as you remain subscribed, regardless of whether or not anyone is addressing you. Case in point, you probably got a notification from this message, despite the fact that I didn't @ you. To unsubscribe, uncheck the checkbox that says "Subscribe to thread", it's to the right of the number of comments, to the left of the page selector, above the comment box, and below the guide.

Achievements are optional. Even if they weren't, there's only two achievements related to outposts, both are comically easy, and neither one of them requires setting up any kind of automation.
SMChillin 9 月 1 日 下午 12:45 
Asked you to stop, never subscribed in the first place, blocked now and still getting notifications. Your arguments are just "it's optional" or "other games do the same thing" the first isn't true (achievements require interacting with it) and the second doesn't matter and is a poor excuse anyway. Delete them if you want, stop @ing me.
pancakemix  [作者] 9 月 1 日 下午 12:34 
@SMCillin:
I'm providing examples of games that do exactly what Starfield does to show that it isn't as unusual as you claim it to be.

My "text wall" provide plenty of counter arguments--refusing to engage with them does not invalidate them.

I'm @ing you with responses because you're polluting my helpful guide with pointless negative complaints about the game. If you didn't want me responding to your messages, then why were you even posing in the first place? Would you prefer I just delete your comments? You can just unsubscribe to the thread if you're as uninterested in actually responding as you clearly seem to be.
SMChillin 9 月 1 日 下午 12:16 
I'm not talking about other games, I don't care what games I don't play do. Saying "they do it so it's fine if we do it" is a terrible argument for anything anyway. But if you want to keep doing false equivalency arguments and text walls that say nothing go ahead, stop @ing me though.
pancakemix  [作者] 9 月 1 日 下午 12:05 
@SMChillin: 2/2
Being able to ship all the resources to one point isn't required for the feature to be considered "working". It's a cool extra bonus that comes about from the fact that the feature is more fleshed out than it needs to be.

If the fact that the fully automated version of it gets clogged sometimes rankles you that bad, consider, again, that dealing with clogs in production lines that interfere with automation is like half of the gameplay in most factory games.

Again, lots of games have one or several optional features that are just there for added fun, but not as fully fleshed out features. E.g. the Chao Garden of the Sonic games, all the little golfing/bowling/dart whatever minigames in GTA, the AR phone minigames in WATCH_DOGS, etc. The Yakuza games are basically one big end-to-end string of optional, not fully developed, but fun features.
pancakemix  [作者] 9 月 1 日 下午 12:05 
@SMChillin: 1/2
He said making Starfield "was LIKE making four games." It's a non-literal expression of the effort they put into the game. Yes, he names on foot shooting, space combat, ship building, and lastly outposts as things that are in the game. But it's just general, extremely abstracted list of 4 items provided to pithily line up with what he was saying earlier as part of a quick promotional interview--not a literal list of "four games", especially as it leaves out dialog, questing, character progression, NG+, stealth, lockpicking, crafting, etc. Even if taken as a literal list, outposts appearing at the end of that list should give you a clue about its importance.

Outposts and this guide work fully. You can make outposts on planets, you can extract resources, you can construct buildings/crafting facilities, and you can create shipping routes between them. That's all the feature has to be, and that's everything that it is. I'm not sure what you seem to think is missing.
SMChillin 9 月 1 日 上午 11:01 
Except according to the last dev interview they were making 4 games in 1, one of those being the outpost game. So who do I believe? The person who actually worked on the game or the person who put time into making a guide that doesn't fully do what they intended, although it sounds like both are lying (to themselves) at this point. I agree it didn't need to exist but since it does it should work, that applies to both the game and your guide.
pancakemix  [作者] 9 月 1 日 上午 10:55 
@SMChillin:
I don't want Starfield to be a factory game. Outposts are a just fun feature, and I knew others would want to get the most out of it, so I made a guide for how to do that.

You're complaining that the game's outposts can't be fully automated, and taking that as evidence that the game wasn't tested. But this isn't a factory game, so why would Bethesda waste significant development resources fleshing out what is, at most, a tertiary mechanic? That more than half of the player base probably isn't going to even glance at? Really, that outposts are as fleshed out of a mechanic as they are is more than can be expected.

It's like complaining the stealth mechanics of Halo games are underdeveloped when stealth isn't a primary, secondary, or even tertiary mechanic of the games. It doesn't make sense to complain about a feature not being all that it can be, when didn't even need to exist to begin with. It's just cool to have this optional feature at all.