States of Matter - Environment-depending States for Resources

States of Matter - Environment-depending States for Resources

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Chemical resources will appear on planet surfaces in a state of matter depending on the planetary conditions. Substances will now appear as solid, liquid, or gas depending on the temperature and preassure of the planet (or moon) they are found on. Also fixes a few minor issues and consistency errors with the resource nodes. This only applies to resource nodes and extractors built at player outposts; loose items will not be affected. In the case of resources which are a whole class of substances (Alkanes, Carboxylic Acids, Chlorosilanes, Ionic Liquids, Tetrafluorines), you might encounter several different states on the same planet. A few resources have a very small range of conditions under which they appear in a liquid state, and (at least in a vanilla game) no planets which match these conditions have these resources naturally occuring on them. They may still be found in caves in rare circumstances.

This mod will conflict with other mods modifying resources, their harvesting nodes, and the harvesting nodes' leveled lists, as well as extrator constructible objects (such as ones changing their building cost). It will natively work with mods modifying planets or biomes.

[LINKS] NexusMods: https://www.nexusmods.com/starfield/mods/13686

[CHANGE LOG]

Version 1.2.2

  • Fixed resource yield amount to depend on the harvested node's state of matter, and not the vanilla state of matter.
  • Bonus resources provided by the Geology skill will now take the current planet's conditions into account.
  • Fixed a few issues regarding the spawning of Fluorine and Mercury.
  • Redid the Ionic Liquids Deposit's texture.
  • Re-Packed textures with correct compression.

Version 1.2.1

  • Fixed missing icons for the newly added outpost extractors.

Version 1.2

  • Expanded the mod to also encompass extractors built at outposts.

  • Tweaked encounter conditions for several substances.

  • Renamed Alkanes Seeps and Alkanes Deposits.

Version 1.1

  • Created new ground models for solid resources.
  • Alkanes, Carboxylic Acids, and Chlorosilanes now use a gas container as inventory model.
  • Benzene and Mercury now use a liquid container as inventory model.
  • Caesium now uses a solid ore chunk as inventory model.
  • Tweaked the encounter conditions for Chlorine, Chlorosilanes, and Tetrafluorides.
  • Fixed issue where liquid seeps in caves did not properly display a liquid prior to harvesting.
  • Fixed issue where Caesium and Vanadium were categorized as radioactive.

Version 1.0

  • Initial Release.

Additional Screenshots Available

This mod has 12 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Jul 26, 2026
Last Updated
Jul 26, 2026
Platforms
Playstation, PC, Xbox

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