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Contents

  • Changelog
    • Updates
  • STAT
    • Status
      • Introduction: Training for the Commonwealth
      • The Pip-Boy: A RobCo Industries Technological Wonder!
      • Social Status: How to React If the Worst Happens
    • S.P.E.C.I.A.L.
      • What Makes You S.P.E.C.I.A.L.?
    • Perks
      • Vault Life Has Its Perks!
      • Strength-Related Perks
      • Perception-Related Perks
      • Endurance-Related Perks
      • Charisma-Related Perks
      • Intelligence-Related Perks
      • Agility-Related Perks
      • Luck-Related Perks
      • Other Perks: Resting
      • Companion Perks
      • Required Reading (Magazine) Perks
      • Perk Availability by Level
      • Far Harbor DLC Perks
      • You're Not Alone: Companions
      • Crafting
    • Combat
      • Overview
      • Groups, Gangs, and Factions
      • Creatures of the Commonwealth
  • INV
    • Weapons
      • Choosing a Weapon
    • Guns
      • Weapon Frames
      • Non-Automatic Pistols
      • Non-Automatic Rifles
      • Automatic Weapons
      • Heavy Guns
    • Melee Weapons and Punching Weapons
      • Overview
      • Melee Weapons
      • Punching Weapons
    • Explosives
      • Overview
      • Crafted Explosives
      • Faction Explosives
      • Miscellaneous Explosives
    • Legendary Weapon Effects
    • Unique Weapons
    • Apparel
      • Overview
      • Clothing
      • Outfits
      • Armor Pieces
      • Headgear
      • Accessories
      • Power Armor
      • Specialty Items
      • Legendary Armor Effects
      • Unique Apparel
    • Aid
      • Overview
      • Food
      • Alcohol
      • Chems
      • Syringer Ammo
      • Stealth Boys
    • Miscellaneous
      • Overview
      • Utility Items
      • Perks and Bonuses
      • Redeemables
      • Access and Information
      • Quest Items
      • Knickknacks
    • Junk
      • Overview
      • Base Components
      • Junk Items
    • Mods
      • Overview
      • Weapon Mods
      • Armor Mods
      • Power Armor Mods
    • Mods Charts
      • Melee Mods
      • Gun Mods
      • Armor Mods
      • Power Armor Mods
    • Ammo
      • Overview
  • DATA
    • Introduction: Helping Others to Help Yourself
    • Questing the Vault-Tec Way
    • Quests: A Big Table
    • Main Quest: Act I
      • War Never Changes
      • Out of Time
      • Jewel of the Commonwealth
      • Unlikely Valentine
      • Getting a Clue
      • Reunions
    • Main Quest: Act II
      • Dangerous Minds
      • Shattered
      • The Glowing Sea
      • Hunter/Hunted
      • The Molecular Level
      • Institutionalized
    • The Institute Quests
      • Overview
      • Synth Retention
      • The Battle of Bunker Hill
      • Mankind Redefined
      • Mass Fusion
      • Pinned
      • Powering Up
      • End of the Line
      • Airship Down
      • Nuclear Family
    • The Institute Miscellaneous Quests
      • Overview
      • Building a Better Crop
      • Plugging a Leak
      • A House Divided
    • The Institute Radiant Quests
      • Overview
      • Pest Control
      • Hypothesis
      • Appropriation
      • Reclamation
      • Political Leanings
    • Brotherhood of Steel Quests
      • Overview
      • Reveille
      • Fire Support
      • Call to Arms
      • Semper Invicta
      • Shadow of Steel
      • Tour of Duty
      • Show No Mercy
      • From Within
      • Outside the Wire
      • Liberty Reprimed
      • Blind Betrayal
      • Tactical Thinking
      • Spoils of War
      • Ad Victoriam
      • The Nuclear Option (Brotherhood of Steel)
      • A New Dawn
    • Brotherhood of Steel: Miscellaneous Quests
      • Overview
      • The Lost Patrol
      • Duty or Dishonor
      • A Loose End
      • Getting Technical
      • Blood Bank
      • Reactor Coolant
    • Brotherhood of Steel Radiant Quests
      • Overview
      • Cleansing the Commonwealth
      • Quartermastery
      • Leading by Example
      • Learning Curve
      • Feeding the Troops
    • The Railroad Quests
      • Overview
      • Road to Freedom
      • Tradecraft
      • Underground Undercover
      • Operation Ticonderoga
      • Precipice of War
      • Rockets' Red Glare
      • The Nuclear Option (The Railroad)
      • Burning Cover
    • The Railroad Miscellaneous Quests
      • Overview
      • Boston After Dark
      • Memory Interrupted
    • The Railroad Radiant Quests
      • Overview
      • Butcher's Bill 1
      • Butcher's Bill 2
      • Mercer Safehouse
      • Jackpot
      • Concierge
      • Weathervane
      • Randolph Safehouse
      • Variable Removal
      • To the Mattresses
      • Lost Soul
      • A Clean Equation
      • High Ground
    • The Minutemen Quests
      • Overview
      • When Freedom Calls
      • Sanctuary
      • The Sight
      • Taking Independence
      • Old Guns
      • Inside Job
      • Form Ranks
      • Defend the Castle
      • The Nuclear Option (the Minutemen)
      • With Our Powers Combined
    • The Minutemen Radiant Quests: Recruitment
      • Overview
      • The First Step and Raider Troubles
      • Kidnapping
      • Abernathy Farm: Retribution
      • Greenskins
      • Clearing the Way
      • Taking Point
      • Ghoul Problem
      • Rogue Courser
      • Resettle Refugees
    • The Minutemen Radiant Quests: Ownership
      • Overview
      • Defend a Settlement or Defend Artillery at a Settlement
      • Stop the Raiding
      • Kidnapped Trader
      • Water, Food, or Power
      • Suspected Synth
    • Side Quests
      • Overview
      • Benign Intervention
      • The Big Dig
      • Confidence Man
      • Curtain Call
      • Miscellaneous: Detective Case Files
      • Detective Case Files: The Disappearing Act
      • Detective Case Files: The Gilded Grasshopper
      • Detective Case Files: Long Time Coming
      • Diamond City Blues
      • The Devil's Due
      • Emergent Behavior
      • Here There Be Monsters
      • Human Error
      • Kid in a Fridge
      • Last Voyage of the USS Constitution
      • Long Road Ahead
      • The Secret of Cabot House: Special Delivery
      • The Secret of Cabot House: Emogene Takes a Lover
      • The Secret of Cabot House
      • The Silver Shroud
      • Vault 81 and Hole in the Wall
    • Random Encounters
      • The Commonwealth: Not as Desolate as First Postulated
      • Static Encounters
      • Fluid Encounters
      • General Encounters
      • Campsite Encounters
      • Animosity Encounters
      • Treasure Hunt Encounters
      • Chokepoint Encounters
      • Companion Encounters
    • Workshops
      • Workshop Settlements
      • The Workshop Items
      • Managing Settlements
  • MAP
    • Location Types
    • Map Legends
    • Area Statistics
    • The Commonwealth: World Map
    • Greater Boston Neighborhoods
    • Zone 1: Lexington and Northwest Commonwealth
      • Overview
      • Primary Locations
        • [1.01] Vault 111
        • [1.02] Sanctuary
        • [1.03] Red Rocket Truck Stop
        • [1.04] Robotics Disposal Ground
        • [1.05] Thicket Excavations
        • [1.06] USAF Satellite Station Olivia
        • [1.07] Tenpines Bluff
        • [1.08] Ranger Cabin
        • [1.09] Wicked Shipping Fleet Lockup
        • [1.10] Abernathy Farm
        • [1.11] Concord (Concord Township)
        • [1.12] Museum of Freedom (Concord Township)
        • [1.13] Bedford Station
        • [1.14] Gorkski Cabin
        • [1.15] Drumlin Diner
        • [1.16] Starlight Drive-In
        • [1.17] Lonely Chapel
        • [1.18] Sunshine Tidings Co-op
        • [1.19] Walden Pond
        • [1.20] Mystic Pines (Lexington Township)
        • [1.21] Super Duper Mart (Lexington Township)
        • [1.22] Lexington* (Lexington Township)
        • [1.23] Lexington Apartments (Lexington Township)
      • Secondary Locations
    • Zone 2: North Central Commonwealth
      • Overview
      • Primary Locations
        • [2.01] Outpost Zimonja
        • [2.02] Lake Quannapowitt
        • [2.03] Radio Tower 3SM-U81
        • [2.04] Recon Bunker Theta
        • [2.05] Lynn Woods
        • [2.06] Parsons Creamery
        • [2.07] Parsons State Insane Asylum
        • [2.08] Rotten Landfill
        • [2.09] Wildwood Cemetery
        • [2.10] Skylanes Flight 1981
        • [2.11] General Atomics Galleria
        • [2.12] Dark Hollow Pond
        • [2.13] Mass Fusion Containment Shed
        • [2.14] Old Gullet Sinkhole
        • [2.15] Greentop Nursery
        • [2.16] Breakheart Banks
        • [2.17] Listening Post Bravo
        • [2.18] The Slog
        • [2.19] Saugus Ironworks
        • [2.20-2.24] Malden Township
        • [2.20] Medford Memorial Hospital (Malden Township)
        • [2.21] Malden Center (Malden Township)
        • [2.22] Slocums Joe Corporate HQ (Malden Township)
        • [2.23] Malden Middle School (Vault 75) (Malden Township)
        • [2.24] Med-Tek Research (Malden Township)
        • Secondary Locations (Malden Township )
        • [2.25] Covenant
        • [2.26] Taffington Boat House
        • [2.27] Tucker Memorial Bridge
        • [2.28] Poseidon Energy Turbine #18-F
        • [2.29] West Everett Estates
        • [2.30] Irish Pride Industries Shipyard
        • [2.31] Relay Tower OMC-810
        • [2.32] National Guard Training Yard
        • [2.33] County Crossing
        • [2.34] Revere Satellite Array
        • [2.35] Finch Farm
      • Secondary Locations
    • Zone 3: Western Commonwealth
      • Overview
      • Primary Locations
        • [3.01] Federal Ration Stockpile
        • [3.02] ArcJet Systems
        • [3.03] Rocky Narrows Park
        • [3.04] Graygarden
        • [3.05] Jalbert Brothers Disposal
        • [3.06] Corvega Assembly Plant
        • [3.07] Mass Gravel & Sand
        • [3.08] Wattz Consumer Electronics
        • [3.09] Fort Hagen Satellite Array (Fort Hagen Township)
        • [3.10] Relay Tower 0BB-915 (Fort Hagen Township)
        • [3.11] Fort Hagen Filling Station (Fort Hagen Township)
        • [3.12] Fort Hagen (Fort Hagen Township)
        • [3.13] Greater Mass Blood Clinic (Fort Hagen Township)
        • [3.14] Boston Mayoral Shelter
        • [3.15] Fiddlers Green Trailer Estates
        • [3.16] Weston Water Treatment Plant
        • [3.17] Forest Grove Marsh
        • [3.18] Relay Tower 1DL-109
        • [3.19] Oberland Station
        • [3.20] Beantown Brewery
        • [3.21] Mass Pike Interchange
        • [3.22] Vault 81
        • [3.23] Chestnut Hillock Reservoir
      • Secondary Locations
    • Zone 4: Coastal Commonwealth
      • Overview
      • Primary Locations
        • [4.01] Coastal Cottage
        • [4.02] Mahkra Fishpacking
        • [4.03] Dunwich Borers
        • [4.04] Hugos Hole
        • [4.05] Museum of Witchcraft (Salem Township)
        • [4.06] Sandy Coves Convalescent Home (Salem Township)
        • [4.07] Salem (Salem Township)
        • [4.08] Rook Family House (Salem Township)
        • [4.09] Crater House (Salem Township)
        • [4.10] Hub City Auto Wreckers
        • [4.11] Lynn Pier Parking
        • [4.12] Longneck Lukowskis Cannery
        • [4.13] Kingsport Lighthouse
        • [4.14] Reeb Marina
        • [4.15] Gibson Point Pier
        • [4.16] Revere Beach Station
        • [4.17] Libertalia
        • [4.18] Nahant Wharf
        • [4.19] Nahant Sheriffs Department
        • [4.20] Croup Manor
        • [4.21] Nahant Chapel
        • [4.22] Nahant Oceanological Society
        • [4.23] East Boston Police Station
        • [4.24] East Boston Preparatory School
        • [4.25] Easy City Downs
        • [4.26] Nordhagen Beach
        • [4.27] Boston Airport
        • [4.28] Prydwen
        • [4.29] Fort Strong
      • Secondary Locations
    • Zone 5: Natick and the Glowing Sea
      • Overview
      • Primary Locations
        • [5.01] Poseidon Reservoir
        • [5.02] Roadside Pines Motel (Natick Township)
        • [5.03] Natick Banks (Natick Township)
        • [5.04] Natick Police Department (Natick Township)
        • [5.05] Lake Cochituate
        • [5.06] Mass Fusion Disposal Site
        • [5.07] Electrical Hobbyists Club
        • [5.08] WRVR Broadcast Station
        • [5.09] Federal Supply Cache 84NE
        • [5.10] Robotics Pioneer Park
        • [5.11] Scrap Palace
        • [5.12] Cutler Bend
        • [5.13] Edge of the Glowing Sea
        • [5.14] Waypoint Echo
        • [5.15] Vault 95
        • [5.16] Somerville Place
        • [5.17] Forgotten Church
        • [5.18] Abandoned Shack
        • [5.19] Atlantic Offices
        • [5.20] Capsized Factory
        • [5.21] Cave (Red Rocket Filling Station)
        • [5.22] Decayed Reactor Site
        • [5.23] Decrepit Factory
        • [5.24] Crater of Atom
        • [5.25] Cave (Super Duper Mart)
        • [5.26] Vertibird Wreckage
        • [5.27] Hopesmarch Pentecostal Church
        • [5.28] Relay Tower 0DB-521
        • [5.29] Rocky Cave (Virgil's Laboratory)
        • [5.30] O'Neill Family Manufacturing
        • [5.31] Sentinel Site
        • [5.32] Skylanes Flight 1665
      • Secondary Locations
    • Zone 6: Quincy and Southern Commonwealth
      • Overview
      • Primary Locations
        • [6.01] Westing Estate
        • [6.02] Coast Guard Pier
        • [6.03] Mass Pike Tunnel West
        • [6.04] Mass Pike Tunnel East
        • [6.05] Boston Police Rationing Site
        • [6.06] NH&M Freight Depot
        • [6.07] Fairline Hill Estates
        • [6.08] Relay Tower 0SC-527
        • [6.09] Big Johns Salvage
        • [6.10] South Boston Military Checkpoint
        • [6.11] Egret Tours Marina
        • [6.12-6.15] West Roxbury Township
        • [6.12] Fallons Department Store (West Roxbury Township)
        • [6.13] Milton General Hospital (West Roxbury Township)
        • [6.14] West Roxbury Station (West Roxbury Township)
        • [6.15] Shaw High School (West Roxbury Township)
        • Secondary Locations (West Roxbury Township)
        • [6.16] Jamaica Plain
        • [6.17] Gunners Plaza
        • [6.18] Hyde Park
        • [6.19] Suffolk County Charter School
        • [6.20] Murkwater Construction Site
        • [6.21] Quincy Quarries
        • [6.22] Neponset Park
        • [6.23] Wilson Atomatoys Factory
        • [6.24-6.26] (Quincy Township)
        • [6.24] Quincy Ruins (Quincy Township)
        • [6.25] Quincy Police Station (Quincy Township)
        • [6.26] Peabody House (Quincy Township)
        • [6.27] Atom Cats Garage
        • [6.28] Poseidon Energy
        • [6.29] Warwick Homestead
        • [6.30] Wreck of the FMS Northern Star
        • [6.31] Spectacle Island
      • Secondary Locations
    • Zone 7: Neighborhood: Cambridge
      • Overview
      • Primary Locations
        • [7.01] College Square
        • [7.02] Cambridge Police Station
        • [7.03] Collegiate Administration Building
        • [7.04] Fraternal Post 115
        • [7.05] Cambridge Campus Diner
        • [7.06] Campus Law Offices
        • [7.07] Kendall Hospital
        • [7.08] Cambridge Polymer Labs
        • [7.09] C.I.T. Ruins
        • [7.10] The Institute
        • [7.11] Greenetech Genetics
        • [7.12] Cambridge Crater
        • [7.13] Monsignor Plaza
      • Secondary Locations
    • Zone 8: Neighborhood: Charlestown
      • Overview
      • Primary Locations
        • [8.01] BADTFL Regional Office
        • [8.02] Bunker Hill
        • Side Quests: Freeform Activities: Bunker Hill
        • [8.03] U.S.S. Constitution
      • Secondary Locations
    • Zone 9: Neighborhood: The Fens
      • Overview
      • Primary Locations
        • [9.01] Wreck of the USS Riptide
        • [9.02] Hangman's Alley
        • [9.03] Back Street Apparel
        • [9.04] Police Precinct 8
        • [9.05] Parkview Apartments
        • [9.06] Fens Street Sewer
        • [9.07] Diamond City
        • [9.08] Diamond City Market
        • [9.09] Home Plate
        • Side Quests: Freeform Activities: Diamond City
        • [9.10] Hardware Town
      • Secondary Locations
    • Zone 10: Neighborhood: Esplanade
      • Overview
      • Primary Locations
        • [10.01] Charles View Amphitheater
        • [10.02] HalluciGen, Inc.
      • Secondary Locations
    • Zone 11: Neighborhood: Back Bay
      • Overview
      • Primary Locations
        • [11.01] Boston Public Library
        • [11.02] Trinity Plaza
        • [11.03] Hubris Comics
        • [11.04] Vault 114 (Exit)
        • [11.05] Trinity Tower
        • [11.06] Dartmouth Professional Building
        • [11.07] Layton Towers
        • [11.08] Wilson Atomatoys Corporate HQ
      • Secondary Locations
    • Zone 12: Neighborhood: Beacon Hill
      • Overview
      • Primary Locations
        • [12.01] Vault-Tec Regional HQ
        • [12.02] Boston Bugle Building
        • [12.03] Cabot House
      • Secondary Locations
    • Zone 13: Neighborhood: North End
      • Overview
      • Primary Locations
        • [13.01] Pickman Gallery
        • [13.02] Old North Church
      • Secondary Locations
    • Zone 14: Neighborhood: Boston Common
      • Overview
      • Primary Locations
        • [14.01] Massachusetts State House
        • [14.02] Old Granary Burying Ground
        • [14.03] Swan's Pond
        • [14.04] Boston Common
        • [14.05] Park Street Station (Vault 114)
        • [14.06] Boylston Club
      • Secondary Locations
    • Zone 15: Neighborhood: Financial District
      • Overview
      • Primary Locations
        • [15.01] Mass Fusion Building
        • [15.02] Old Corner Bookstore
        • [15.03] Haymarket Mall
        • [15.04] Garden Terrace
        • [15.05] Faneuil Hall
        • [15.06] Goodneighbor
        • Side Quests: Freeform Activities: Goodneighbor
        • [15.07] Fallen Skybridge
        • [15.08] Postal Square
      • Secondary Locations
    • Zone 16: Neighborhood: Theater District
      • Overview
      • Primary Locations
        • [16.01] Combat Zone
        • [16.02] Medical Center Metro
        • [16.03] Mass Bay Medical Center
        • [16.04] D.B. Technical High School
        • [16.05] Hester's Consumer Robotics
      • Secondary Locations
    • Zone 17: Neighborhood: Boston Harbor (Waterfront)
      • Overview
      • Primary Locations
        • [17.01] Custom House Tower
        • [17.02] The Shamrock Taphouse
        • [17.03] Harbormaster Hotel
        • [17.04] Yangtze
      • Secondary Locations
    • Zone 18: Neighborhood: South Boston
      • Overview
      • Primary Locations
        • [18.01] Four Leaf Fishpacking Plant
        • [18.02] General Atomics Factory
        • [18.03] Andrew Station
        • [18.04] South Boston Police Department
        • [18.05] Gwinnett Brewery
        • [18.06] The Gwinnett Restaurant
        • [18.07] South Boston High School
        • [18.08] The Castle
        • [18.09] University Point
      • Secondary Locations
  • RADIO
    • A Collection of Appendices
    • Appendix I: Achievements and Trophies
    • Appendix II: Bobbleheads
    • Appendix III: Required Reading: Magazines
    • Appendix IV: Unique or Exceptional Items
    • Appendix V: The Commonwealth Collection
    • Credits
  • PIP-BOY MAPS
    • World Map
    • Boston Neighborhoods
    • Zone 1: Lexington & Northwest Commonwealth
      • [1.01] Vault 111
      • [1.02] Sanctuary
      • [1.05] Thicket Excavations
      • [1.06] USAF Satellite Station Olivia
      • [1.11A] Concord Township
      • [1.11B] Concord Civic Access
      • [1.12] Concord Museum of Freedom
      • [1.19] Walden Pond
      • [1.21] Super Duper Mart
      • [1.22A] Lexington
      • [1.22B] Lexington The Switchboard
    • Zone 2: Medford & North Central Commonwealth
      • [2.07A] Parson's State Insane Asylum (Exterior)
      • [2.07B] Parson's State Administration (Interior)
      • [2.07C] Parsons State Insane Asylum (Interior)
      • [2.07D] Parsons State Basement (Interior)
      • [2.11] General Atomics Galleria Exterior
      • [2.16] Breakheart Banks (Exterior)
      • [2.19A] Saugus Ironworks (Exterior)
      • [2.19B] Saugus Ironworks (Interior)
      • [2.19C] Saugus Blast Furnace (Interior)
      • [2.20–24] Malden Township (Exterior) And Surroundings
      • [2.20] Medford Memorial Hospital (Interior)
      • [2.21] Malden Center (Interior)
      • [2.23] Vault 75 (Interior)
      • [2.24A] Med-tek Research (Interior)
      • [2.24A] Med-tek Sub-levels (Interior)
      • [2.25A] Covenant (Exterior)
      • [2.25B] Sewer (Interior)
      • [2.28] Poseidon Energy Turbine #18-F (Exterior)
      • [2.29] West Everett Estates (Exterior)
      • [2.30A] Irish Pride Industries Shipyard (Exterior)
      • [2.30B] Irish Pride Industries Shipyard (Interior)
      • [2.32A] National Guard Training Yard (Exterior)
      • [2.32B] National Guard Recruitment Office (Interior)
      • [2.32C] National Guard Barracks (Interior)
      • [2.32D] National Guard Armory (Interior)
      • [2.34] Revere Satellite Array (Exterior)
    • Zone 3: Western Commonwealth
      • [3.01A] Federal Ration Stockpile (Exterior)
      • [3.01B] Federal Ration Stockpile (Interior)
      • [3.02] Arcjet Systems (Exterior)
      • [3.02A] Arcjet Systems (Interior)
      • [3.02B] Arcjet Engine Core (Interior)
      • [3.06A] Corvega Assembly Plant (Exterior)
      • [3.06B] Corvega Assembly Plant (Interior)
      • [3.08] Wattz Electronics (Interior)
      • [3.11] Fort Hagen (Exterior)
      • [3.12A] Fort Hagen (Interior)
      • [3.12B] Fort Hagen Command Center (Interior)
      • [3.14] Boston Mayoral Shelter (Interior)
      • [3.15] Fiddler’s Green Trailer Estates (Exterior)
      • [3.16A] Weston Water Treatment Plant (Exterior)
      • [3.16B] Weston Water Treatment Plant (Interior)
      • [3.17] Forest Grove Marsh (Exterior)
      • [3.20] Beantown Brewery (Interior)
      • [3.21] Mass Pike Interchange (Exterior)
      • [3.22A] Vault 81 Entry (Interior)
      • [3.22B] Vault 81 (Interior)
      • [3.22C] Secret Vault 81 (Interior)
    • Zone 4: Coastal Commonwealth
      • [4.02A] Mahkra Fishpacking (Exterior)
      • [4.02B] Mahkra Fishpacking (Interior)
      • [4.03A] Dunwich Borers (Exterior)
      • [4.03B] Dunwich Borers (Interior)
      • [4.05] Museum Of Witchcraft (Interior)
      • [4.06] Sandy Coves Convalescent Home (Interior)
      • [4.07] Salem (Exterior)
      • [4.10] Hub City Auto Wreckers (Exterior)
      • [4.12A] Longneck Lukowski’s Cannery (Exterior)
      • [4.12B] Longneck Lukowski’s Cannery (Interior)
      • [4.16A] Revere Beach Station (Exterior)
      • [4.16B] Revere Beach Station (Interior)
      • [4.17] Libertalia (Exterior)
      • [4.18] Nahant (Township)
      • [4.20A] Croup Manor (Exterior)
      • [4.20B] Croup Manor Basement (Interior)
      • [4.22A] Nahant Oceanological Society (Interior)
      • [4.22B] Nahant Oceanological Research Lab (Interior)
      • [4.24A] East Boston Preparatory School (Exterior)
      • [4.24B] East Boston Preparatory School (Interior)
      • [4.25] Easy City Downs (Exterior)
      • [4.27A] Boston Airport (Exterior)
      • [4.27B] Boston Airport Ruins (Interior)
      • [4.28A] Prydwen Main Deck (Interior)
      • [4.28B] Prydwen Command Deck (Interior)
      • [4.29A] Fort Strong (Exterior)
      • [4.29B] Fort Strong Armory (Interior)
      • [4.29C] Fort Strong Sublevel (Interior)
    • Zone 5: Natick & The Glowing Sea
      • [5.01A] Poseidon Reservoir (Exterior)
      • [5.01B] Poseidon Reservoir (Interior)
      • [5.02] Natick (township)
      • [5.08] WRVR Broadcast Center (Interior)
      • [5.12] Cutler Bend (Exterior)
      • [5.15] Vault 95 (Interior)
      • [5.18] Bunker (Interior)
      • [5.25] Parking Garage (Interior)
      • [5.29] Virgil’s Laboratory (Interior)
      • [5.31] Sentinel Site Prescott (Interior)
    • Zone 6: Quincy & Southern Commonwealth
      • [6.02] Coast Guard Pier (Exterior)
      • [6.04] Mass Pike Tunnel (Interior)
      • [6.05] Boston Police Rationing Site
      • [6.09] Big John’s Salvage (Exterior)
      • [6.11] Egret Tours Marina (Exterior)
      • [6.12A] West Roxbury (Township)
      • [6.12B] Fallon’s Department Store (Interior)
      • [6.13] Milton General Hospital (Interior)
      • [6.14] West Roxbury Station (Interior)
      • [6.15] Shaw High School (Interior)
      • [6.16A] Jamaica Plain (Exterior)
      • [6.16B] Jamaica Plain Town Hall Basement (Interior)
      • [6.17A] Gunners Plaza (Exterior)
      • [6.17B] Gunners Plaza (Interior)
      • [6.17C] Gunners Plaza Basement (Interior)
      • [6.18] Hyde Park (Exterior)
      • [6.21] Quincy Quarries (Exterior)
      • [6.19] Suffolk County Charter School (Interior)
      • [6.23] Wilson Atomatoys Factory (Exterior And Interior)
      • [6.24-6.26] Quincy Township (Exterior)
      • [6.27] Atom Cats Garage (Exterior)
      • [6.28A] Poseidon Energy (Exterior)
      • [6.28B] Poseidon Energy Sublevels (Interior)
      • [6.28C] Poseidon Energy (Interior)
      • [6.30] Wreck Of The FMS Northern Star (Exterior)
    • Zone 7: Neighborhood: Cambridge
      • [7.01A] College Square (Exterior)
      • [7.01B] College Square Station (Interior)
      • [7.02A] Cambridge Police Station (Exterior)
      • [7.02B] Cambridge Police Station (Interior)
      • [7.04] Fraternal Post 115 (Interior)
      • [7.07B] Kendall Hospital (Interior)
      • [7.08] Cambridge Polymer Labs (Interior)
      • [7.09] C.I.T. Rotunda (Interior)
      • [7.10A] Institute Concourse (Interior)
      • [7.10B] Institute Robotics (Interior)
      • [7.10C] Institute Bioscience (Interior)
      • [7.10D] Institute Advanced Systems (Interior)
      • [7.10E] Institute SRB (Interior)
      • [7.10F] Institute Sublevel 21-D (Interior)
      • [7.10G] FEV Lab (Interior)
      • [7.10H] Old Robotics (Interior)
      • [7.10I] Institute Reactor (Interior)
      • [7.10J] Public Works Maintenance Area (Interior)
      • [7.11A] Greenetech Genetics (Bottom Floors Interior)
      • [7.11B] Greenetech Genetics (Top Floors Interior)
      • [7.13] Monsignor Plaza (Interior)
      • [7.18] Ticonderoga (Interior)
    • Zone 8: Neighborhood: Charlestown
      • [8.01] BADTFL Regional Office (Interior)
      • [8.02A] Bunker Hill (Exterior)
      • [8.02B] Utility Basement (Interior)
      • [8.03A] U.S.S. Constitution (Below Deck)
    • Zone 9: Neighborhood: The Fens
      • [9.03] Back Street Apparel (Interior)
      • [9.05A] Parkview Apartments (Exterior)
      • [9.05B] Apartment Building (Interior)
      • [9.05C] Parkview Lounge (Interior)
      • [9.06] Fens Street Sewer (Interior)
      • [9.08] Diamond City Market
      • [9.10] Hardware Town (Interior)
    • Zone 10: Neighborhood: Esplanade
      • [10.02B] Hallucigen, Inc. (Interior)
    • Zone 11: Neighborhood: Back Bay
      • [11.01A] Copley Station (Interior)
      • [11.01B] Boston Public Library (Interior)
      • [11.02] Trinity Church (Interior)
      • [11.03] Hubris Comics (Interior)
      • [11.05A] Trinity Tower (Exterior)
      • [11.05B] Trinity Tower Mid-Level (Interior)
      • [11.07] Layton Towers (Interior)
      • [11.08] Wilson Atomatoys Corporate HQ (Interior)
    • Zone 12: Neighborhood: Beacon Hill
      • [12.01] Vault-Tec Regional HQ
      • [12.02] The Boston Bugle (Interior)
      • [12.03] Cabot House (Interior)
    • Zone 13: Neighborhood: North End
      • [13.01] Pickman Gallery (Interior)
      • [13.02A] Old North Church (Interior)
      • [13.02B] Railroad Headquarters (Interior)
      • [13.02C] Railroad HQ Escape Tunnel (Interior)
    • Zone 14: Neighborhood: Boston Common
      • [14.01] Massachusetts State House (Interior)
      • [14.05A] Park Street Station (Interior)
      • [14.05B] Vault 114 (Interior)
      • [14.06] The Boylston Club (Interior)
    • Zone 15: Neighborhood: Financial District
      • [15.01A] Mass Fusion (Roof Exterior)
      • [15.01B] Mass Fusion (Tower Interior)
      • [15.01C] Mass Fusion Reactor Level
      • [15.02] Old Corner Bookstore (Interior)
      • [15.03] Haymarket Mall (Interior)
      • [15.04] Commonwealth Bank
      • [15.05] Faneuil Hall (Interior)
      • [15.06A] Goodneighbor (Exterior)
      • [15.06B] Old State House (Interior)
      • [15.06C] The Third Rail (Interior)
      • [15.06D] The Memory Den (Interior)
      • [15.06E] Hotel Rexford (Interior)
      • [15.06F] Bobbi’s Place (Interior)
      • [15.06G] The Big Dig (Interior)
      • [15.07A] Fallen Sky Bridge (Exterior)
      • [15.07B] Pinnacle High-Rise (Ruined Skyscraper) (Interior)
      • [15.08A] Postal Square (Exterior)
      • [15.08B] Joe’s Spuckies (Interior)
      • [SEC 15.01] Commonwealth Bank (Interior)
      • [SEC 15.14] Water Street Apartments (Interior)
    • Zone 16: Neighborhood: Theater District
      • [16.01] Combat Zone (Interior)
      • [16.02] Medical Center Station (Interior)
      • [16.03A] Mass Bay Medical Center (Interior)
      • [16.03B] Mass Bay Medical Radiology (Interior)
      • [16.04] D.B. Technical High School (Interior)
      • [16.05] Hester’s Consumer Robotics (Interior)
    • Zone 17: Neighborhood: Boston Harbor (Waterfront)
      • [17.02] The Shamrock Taphouse (Interior)
      • [17.04] Yangtze (Interior)
    • Zone 18: Neighborhood: South Boston
      • [18.01A] Four Leaf Fishpacking Plant (Exterior)
      • [18.01B] Four Leaf Fishpacking Plant (Interior)
      • [18.01C] Marowski’s Chem Lab (Interior)
      • [18.02A] General Atomics Factory (Exterior)
      • [18.02B] General Atomics Factory (Interior)
      • [18.03B] Andrew Station (Interior)
      • [18.05B] Main Gwinnett Brewery (Interior)
      • [18.06] Gwinnett Restaurant (Interior)
      • [18.08A] The Castle (Exterior)
      • [18.08B] The Castle Tunnels (Interior)
      • [18.09A] University Point (Exterior)
      • [18.09B] University Credit Union (Interior)
      • [18.09C] University Point] Sedgwick Hall (Interior)
    • Far Harbor
    • Nuka World
  • DLC Automatron
    • Overview
      • Getting Started
      • Outfits
      • Armor Pieces
      • Headgear
      • Unique Apparel
      • Aid
      • Misc
      • Mods
      • Robot Mods
    • Automatron Main Quests
      • Mechanical Menace
      • A New Threat
      • Headhunting
      • Restoring Order
    • Automatron Radiant Quests
      • Rogue Robot
      • Robotic Reconnaissance*
  • DLC Wasteland Workshop
    • Overview
    • Items
      • Structures
      • Decorations
      • Power
      • Defense
      • Resources
      • Cages
    • Cages
      • Overview
      • Trapping for Fun and Profit
      • Creature Types
      • Possible Captives
    • Weapons
      • Overview
      • Non-Automatic Pistols
      • Non-Automatic Rifles
      • Automatic Weapons
      • Melee Weapons
      • Unique Weapons
    • Arena
      • Arena Battles
      • Arena Construction
      • Setting the Stage
  • DLC Far Harbor
    • Overview
      • Getting Started
      • Factions
      • New Companion
      • Perks
      • Enemies
      • Weapons
      • Apparel
      • Armor
      • Miscellaneous Items
      • Junk Items
      • New Mods
      • Ammo
      • Workshops
    • Far Harbor Main Quests
      • Far from Home
      • Walk in the Park
      • Where You Belong
      • Best Left Forgotten
      • The Way Life Should Be
      • Reformation
      • Cleansing the Land
      • Close to Home
    • Far Harbor Side Quests
      • Brain Dead
      • Brain Dead, Part 2
      • Living on the Edge
      • Rite of Passage
      • The Changing Tide
      • Blood Tide
      • Safe Passage
      • Hull Breach
      • Hull Breach 2
      • Hull Breach 3
      • The Hold Out
      • Turn Back the Fog
      • The Great Hunt
    • Far Harbor Radiant Quests
      • Overview
    • Far Harbor Nucleus Quests
      • Visions in the Fog
      • What Atom Requires
      • The Heretic
      • The Trial of Brother Devin
      • Witch Hunt
      • Ablutions
    • Acadia Quests
      • Acadian Ideals
      • The Arrival
      • Hunting the Hunter
      • Data Recovery
      • The Price of Memory
    • Far Harbor Map
  • DLC Contraptions Workshop
    • Overview
    • Structures
      • Overview
      • Warehouse
      • Scaffolding
      • Boxcars
      • Elevators
      • Ball Track
    • Decorations
    • Power
    • Defense
    • Resources
  • DLC Vault-Tec Workshop
    • Getting Started
    • New Quests
    • New INV Items
    • New Locations
    • New Workshops
    • Achievements and Trophies
    • Vault-Tec Quests
      • Vault-Tec Calling
      • Better Living Underground
      • A Model Citizen
      • Explore Vault 88
      • Power to the People
      • The Watering Hole
      • Vision of the Future
      • Lady Luck
      • Overseer’s Most Wanted
    • Vault-Tec Workshop Items
      • Overview
      • Special Items
      • Structures
        • Overview
        • Vault Structures
        • Domestic Structures
        • Utility Structures
      • Wide Halls
      • Rooms
      • Atrium Pieces
      • Doors
      • Railings & Stairs
      • Supports
      • Furniture
      • Decorations
      • Power
      • Defense
      • Resources
  • DLC Nuka-World
    • Getting Started
    • Factions
    • New Companion
    • Perks
    • Enemies
    • Weapons
    • Apparel
    • Armor
    • Miscellaneous Items
    • Junk Items
    • Workshop Items and Raider Outposts
    • Nuka-World Main Quests
      • All Aboard
      • Taken for a Ride
      • An Ambitious Plan
      • Open Season
      • The Grand Tour
      • Star Control
      • High Noon at the Gulch
      • A Magical Kingdom
      • Safari Adventure
      • A World of Refreshment
      • Home Sweet Home
      • Power Play
    • Nuka-World Radiant Quests
      • Overview
      • A Goods Defense
      • A Permanent Solution
      • Cache-ing In
      • Capture
      • Claiming the Commonwealth
      • Cleaning House
      • Clear Out
      • Collaring Outside the Lines
      • Shake Down
      • Subdue
      • Taking Out the Trash
      • Under the Collar
    • Nuka-World Side Quests
      • Amoral Combat
      • Cappy in a Haystack
      • Precious Medals
      • Trip to the Stars
    • Nuka-World Map

Fallout 4 Guide › DLC Contraptions Workshop

Power

This section of the Workshop menu now includes a considerable selection of new and exciting objects. Offerings allow for more elaborate ball track creations, advanced power grids, automated item production, and more. Boasting four all-new subcategories, this area holds a great deal of what the Contraptions Workshop has to offer.

New or Expanded Subcategories:
  • Power > Connectors & Switches
  • Power > Conduit
  • Power > Miscellaneous
  • Power > Logic Gates
  • Power > Manufacturing
  • Power > Marquee

Power > Connectors & Switches

This subcategory now includes firing targets. These pressure switches react to appropriately aimed projectiles, toggling or pulsing connected devices with each successful hit.

While you can always use an equipped weapon to activate a firing target, these specialized switches can also be paired with devices like stationary guns, pitching machines, and track-launched steel balls.

New Switches

NameBuild WithPrerequisitesNotes
Firing Target Pulse Copper (2), Wood (1), Ceramic (1), Steel (3), Circuitry (1) [dm] Switches power on briefly when struck. Requires power.
Firing Target Toggle Copper (2), Wood (1), Ceramic (1), Steel (3), Circuitry (1) [dm] Switches power on or off each time it is struck. Requires power.

Power > Conduit

With this new subcategory, you can use wrapped conduits to distribute power throughout a settlement. Among these interlocking objects, you’ll find a variety of straight pieces, bends, and junctions, along with attachments like wire anchors and power emitters.

Properly applied, these conduits can dramatically reduce the amount of power-related clutter that tends to plague developed settlements, but these useful objects do have a few limitations. Most notably, they’re designed to conform to the level surfaces and 90-degree angles of standard structures. Outdoor applications are certainly possible, but uneven terrain can be problematic for these rigid conduit pieces.

It’s also important to understand that these conduit pieces snap only to each other. While available vertical extenders can be used to run wrapped conduits along interior ceilings, these pieces do not attach to walls roofs, walls, or floors[dm]they’re simply designed to align with modular structures.

In most cases, it’s best to assemble a conduit grid from the ground up. Assemble your conduit in or around the target area, then work your way back to the power source.

Wrapped Conduits

NameBuild WithPrerequisitesNotes
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A four-point junction.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A three-point junction.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A two-point junction.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A two-point junction.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A four-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A three-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A two-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] A two-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An attachment that features a wire anchor.
Conduit - Power Radiator. Steel (2), Rubber (1), Copper (1) [dm] An attachment that emits radiant power.
Conduit Light Steel (2), Rubber (1), Copper (1) [dm] A four-point junction that features a light fixture. Requires power.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A small conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A medium-sized conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A long conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A curved conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A long, curved conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A short, curved conduit.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A long conduit featuring curved ends.
Conduit - Wall Pass-Through Steel (2), Rubber (1), Copper (1) [dm] A long conduit featuring curved ends and an extended wire anchor.
Conduit Steel (2), Rubber (1), Copper (1) [dm] A long conduit featuring curved ends.
Conduit - Wall Pass-Through Steel (2), Rubber (1), Copper (1) [dm] A long conduit featuring curved ends and an extended wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An inverted four-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An inverted three-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An inverted two-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An inverted two-point junction featuring a wire anchor.
Conduit Junction Steel (2), Rubber (1), Copper (1) [dm] An inverted attachment that features a wire anchor.
Conduit - Power Radiator. Steel (2), Rubber (1), Copper (1) [dm] An inverted attachment that emits radiant power. Requires power.
Conduit Light Steel (2), Rubber (1), Copper (1) [dm] An inverted four-point junction that features a light fixture. Requires power.
Conduit Switch Steel (2), Rubber (1), Copper (1) [dm] A three-point junction featuring a standing switch. Requires power.

Power > Miscellaneous

This subcategory contains a variety of new objects, many of which offer a surprising amount of versatility.

Pitching machines can be used to hurl small items at stationary targets like pressure switches and ball tracks. Firework mortars can be used to launch a variety of explosive shells, some of which even serve to change weather conditions. Junk mortars can be used to launch virtually anything that can fit inside their barrels. You’ll also find a variety of new powered speakers that can be used to add sound effects to your creations.

HELPFUL HINT FROM VAULT BOY!

Fun with Fireworks

Firework mortars require specialized shells that can be crafted at Chemistry Stations or produced with a Pyrotechnics Mill (found in Power > Manufacturing > Machinery).

These devices can be snapped together for precision placement, and attaching a terminal allows you to adjust the default rate of fire.

New Miscellaneous Power Items

NameBuild WithPrerequisitesNotes
Pitching Machine Steel (3), Rubber (2), Wood (1), Copper (1), Spring (1) [dm] Launches small objects from its inventory when powered. Requires 3 Power.
Junk Mortar Steel (8) [dm] Fires objects dropped inside when powered. Requires power.
Firework Mortar Wood (2), Steel (2), Asbestos (1) [dm] Launches firework shells when powered. Shells can be crafted at a Chemistry Station. Requires power.
Firework Mortar - Angled Wood (2), Steel (2), Asbestos (1) [dm] Launches firework shells when powered. Shells can be crafted at a Chemistry Station. Requires power.
Hoop Switch Steel (10), Copper (2) [dm] Freestanding basketball hoop. Switches power on briefly when triggered. Requires power.
Hoop Switch Steel (4), Copper (2) [dm] Wall-mounted basketball hoop. Switches power on briefly when triggered. Requires power.
Powered Speaker (Pulse Vibrato) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays a musical tone when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Sine) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays a musical tone when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Square) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays a musical tone when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Triangle) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays a musical tone when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Blip) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays an effect when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Explosions) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays an effect when powered. Use a connected terminal to change the pitch. Requires 1 Power.
Powered Speaker (Percussion) Copper (1), Wood (1), Steel (2), Circuitry (1) [dm] Plays an effect when powered. Use a connected terminal to change the pitch. Requires 1 Power.

Power > Logic Gates

Logic gates are essentially advanced switches, allowing you to adjust the conditions under which power will flow to connected devices. Unlike standard connectors, each logic gate features separate input (red) and output (black) connectors.

AND, OR, and XOR logic gates can be used much like standard switches[dm]as long as the specified conditions are met, power will flow through these devices. On the other hand NOT, NAND, NOR, and XNOR logic gates only function when connected directly to the output of one or more logic gates.

Onboard lights indicate when power is being received or delivered, but you can review specific information about attached inputs and current output by targeting a logic gate while the Workshop menu is open.

Logic Gates

NameBuild WithPrerequisitesNotes
AND Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power if all inputs have power. Requires power.
NAND Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power unless all inputs have power. Requires power.
NOR Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power when no inputs have power. Requires power.
NOT Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power when no inputs have power. Requires power.
OR Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power if any input has power. Requires power.
XNOR Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power when all inputs are the same (powered or unpowered). Requires power.
XOR Logic Gate Copper (2), Steel (2), Circuitry (1) [dm] Transmits power if exactly one input has power. Requires power.

Power > Manufacturing

While many of the Contraptions Workshop’s offerings have a decidedly fanciful bent, you’ll find some very practical devices in this all-new submenu. From conveyor belts to weapon forges, you’ll find enough tools to bring mass production back to the Commonwealth[dm] of course, those who prefer a bit of fancy in their projects are sure to find unconventional uses for industrial equipment.

New or Expanded Subcategories:
  • Power > Manufacturing > Conveyor Belts
  • Power > Manufacturing > Machinery
  • Power > Manufacturing > Miscellaneous

Power > Manufacturing > Conveyor Belts

This subcategory contains a selection of basic conveyor belts. In terms of manufacturing, these pieces are generally used to move items to and from essential pieces of equipment.

Most conveyor belts require power to function, but it’s worth noting that not every piece offers a wire anchor. Many of these items rely on attached equipment for needed power[dm]and while most of the pieces in this submenu are capable of transmitting power to and from connected machinery it’s important to note that rollers neither require nor transmit power.

Kinks in the Chain

Powered conveyor belts move at a fixed pace. If you find that items are backing up or falling off of the assembly line, it might be time to rethink your layout. Pay special attention to any turns and rollers that might be interfering with an otherwise steady rate of movement. If your rig includes one or more hoppers, use a connected terminal to adjust the rate at which items are dropped onto the belt.

If your assembly line includes one or more diverters, make sure you’ve attached the right switch for the job. Laser tripwires are a natural fit, but standard interval switches can also be very effective.

Conveyor Belt Pieces

NameBuild WithPrerequisitesNotes
Conveyor Belt - Elevated Power Junction Steel (10), Rubber (4), Gear (4) [dm] Features a wire anchor. Requires power.
Conveyor Belt - Straight Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Straight Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Left Turn Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Right Turn Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Left Branch Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Right Branch Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Downward Ramp Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Power Junction Steel (10), Rubber (4), Gear (4) [dm] Features a wire anchor. Requires power.
Conveyor Belt - Straight Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Straight Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Left Turn Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Right Turn Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Left Branch Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Conveyor Belt - Right Branch Steel (10), Rubber (4), Gear (4) [dm] Requires power.
Rollers - Straight Steel (8), Gear (4) [dm] An unpowered conveyor belt.
Rollers - Downward Ramp Steel (8), Gear (4) [dm] An unpowered conveyor belt.
Rollers - Curve Steel (8), Gear (4) [dm] An unpowered conveyor belt.
Rollers - Curve Steel (8), Gear (4) [dm] An unpowered conveyor belt.
Conveyor Belt - Left Diverter Steel (6), Spring (2) [dm] Requires power.
Conveyor Belt - Right Diverter Steel (6), Spring (2) [dm] Requires power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Conveyor Belt Lift Steel (8), Screw (2), Rubber (2), Gear (4) [dm] Requires 2 Power.
Laser Tripwire Fiber Optics (2), Steel (2), Crystal (1), Fusion Cell (2) Rank 1: Science! Transmits power while triggered. Requires power.
Laser Tripwire Switch Fiber Optics (2), Steel (2), Crystal (1), Fusion Cell (2) Rank 1: Science! Toggles power on and off when triggered. Requires power.

Power > Manufacturing > Machinery

With the machines found in this subcategory, you can transform your your junk items into weapons, armor, ammunition, and more. Every piece of manufacturing machinery offers a specific selection of production items, each of which features its own component requirements. Once a machine is in place, use a connected terminal to select from available items.

Building materials can be delivered via conveyor belt or placed directly into a machine. Once an item is produced, it automatically appears on the machine’s output belt. Suitable junk items are consumed during production, but unused items and byproduct components can be collected from a machine’s storage compartment at any time.

HELPFUL HINT FROM VAULT BOY!

A Complicated Business

While some of these machines are available to any settlement manager, many feature perk requirements. If item production is a priority, be prepared to invest in perks like Armorer, Gun Nut, Science!, and Demolition Expert.

Manufacturing Machinery

NameBuild WithPrerequisitesNotes
Builder Circuitry (2), Gear (3), Rubber (4), Steel (10) [dm] Builds a variety of basic objects from its inventory when powered. Use a connected terminal to set what to build. Requires 8 Power.
Armor Forge Steel (10), Rubber (4), Gear (3), Circuitry (2) Rank 1: Armorer Builds armor from its inventory when powered. Use a connected terminal to set what to build. Requires 12 Power.
Weapon Forge Circuitry (2), Gear (3), Rubber (4), Steel (10) Rank 1: Gun Nut Builds basic weapons from its inventory when powered. Use a connected terminal to set what to build. Requires 12 Power.
Auto-Loom Steel (10), Rubber (4), Gear (3), Circuitry (2) [dm] Builds clothing from its inventory when powered. Use a connected terminal to set what to build. Requires 4 Power.
Energy Weapon Forge Circuitry (2), Gear (3), Rubber (4), Steel (10) Rank 1: Science! Builds energy weapons from its inventory when powered. Use a connected terminal to set what to build. Requires 15 Power.
Heavy Weapon Forge Circuitry (2), Gear (3), Rubber (4), Steel (10) Rank 1: Gun Nut Builds heavy weapons from its inventory when powered. Use a connected terminal to set what to build. Requires 15 Power.
Ammunition Plant Circuitry (2), Gear (3), Rubber (4), Steel (10) Rank 1: Gun Nut, Rank 1: Science! Builds ammunition from its inventory when powered. Use a connected terminal to set what to build. Requires 8 Power.
Explosives Mill Circuitry (2), Gear (3), Rubber (4), Steel (10) Rank 2: Demolition Expert Builds mines or grenades from its inventory when powered. Use a connected terminal to set what to build. Requires 8 Power.
Pyrotechnics Mill Circuitry (2), Gear (3), Rubber (4), Steel (10) [dm] Builds firework shells from its inventory when powered. Use a connected terminal to set what to build. Requires 4 Power.
Food Processor Circuitry (2), Gear (3), Rubber (4), Steel (10) [dm] Creates a variety of processed food from its inventory when powered. Use a connected terminal to set what to create. Requires 5 Power.

Power > Manufacturing > Miscellaneous

Most of the objects in this subcategory snap directly to conveyer belts, allowing for the creation of fully-automated, multi-item production lines. Hoppers can be used to control the rate at which items are placed on conveyor belts, and sorters can identify and redirect priority items as they move along the assembly line. You’ll even find storage units that collect and secure manufactured items until they’re needed.

Item Sorting

Standard sorters are capable of diverting specified items; component sorters are capable of diverting junk items that contain specified components. In either case, you’ll need to place one or more sample items directly into a sorter before it’s able to divert anything. Suitable items are then diverted; all other items are allowed to continue down the sorter’s main belt.

Miscellaneous Manufacturing Pieces

NameBuild WithPrerequisitesNotes
Hopper Steel (16), Screw (4), Rubber (6), Gear (4) [dm] Drops collected inventory out the bottom when powered. Requires 3 Power.
Sorter Steel (10), Screw (2), Rubber (3), Gear (2) [dm] Sorts incoming objects when powered, based on its current inventory. Requires 3 Power.
Component Sorter Steel (10), Screw (2), Rubber (3), Gear (2) [dm] Sorts incoming objects by the components they contain, based on its current inventory. Requires 3 Power.
Conveyor Storage Steel (8), Screw (1), Rubber (2), Gear (1) [dm] Stores objects delivered by a conveyor belt. Requires power.
Vacuum Hopper Steel (10), Rubber (6), Gear (3), Circuitry (2) [dm] Pulls items out of an adjacent container when powered. Requires 6 Power.

Power > Marquee

This subcategory contains a selection of wall-mounted arrows, a customizable marquee, and a full complement of acrylic letters. Whether you’re touting available amenities or directing visitors to points of interest, these objects can be used to add a bit of flair to any settlement.

Marquee Pieces

NameBuild WithPrerequisitesNotes
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A straight arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A straight arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A straight arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A straight arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Arrow Steel (3), Copper (2), Glass (2) [dm] A curved arrow. Requires power.
Marquee Sign Steel (6), Copper (2), Glass (4) [dm] A customizable, double-sided marquee. Requires 1 Power.
Acrylic Letter - A Plastic (2) [dm] A marquee letter.
Acrylic Letter - B Plastic (2) [dm] A marquee letter.
Acrylic Letter - C Plastic (2) [dm] A marquee letter.
Acrylic Letter - D Plastic (2) [dm] A marquee letter.
Acrylic Letter - E Plastic (2) [dm] A marquee letter.
Acrylic Letter - F Plastic (2) [dm] A marquee letter.
Acrylic Letter - G Plastic (2) [dm] A marquee letter.
Acrylic Letter - H Plastic (2) [dm] A marquee letter.
Acrylic Letter - I Plastic (2) [dm] A marquee letter.
Acrylic Letter - J Plastic (2) [dm] A marquee letter.
Acrylic Letter - K Plastic (2) [dm] A marquee letter.
Acrylic Letter - L Plastic (2) [dm] A marquee letter.
Acrylic Letter - M Plastic (2) [dm] A marquee letter.
Acrylic Letter - N Plastic (2) [dm] A marquee letter.
Acrylic Letter - O Plastic (2) [dm] A marquee letter.
Acrylic Letter - P Plastic (2) [dm] A marquee letter.
Acrylic Letter - Q Plastic (2) [dm] A marquee letter.
Acrylic Letter - R Plastic (2) [dm] A marquee letter.
Acrylic Letter - S Plastic (2) [dm] A marquee letter.
Acrylic Letter - T Plastic (2) [dm] A marquee letter.
Acrylic Letter - U Plastic (2) [dm] A marquee letter.
Acrylic Letter - V Plastic (2) [dm] A marquee letter.
Acrylic Letter - W Plastic (2) [dm] A marquee letter.
Acrylic Letter - X Plastic (2) [dm] A marquee letter.
Acrylic Letter - Y Plastic (2) [dm] A marquee letter.
Acrylic Letter - Z Plastic (2) [dm] A marquee letter.
Acrylic Number - 0 Plastic (2) [dm] A marquee number.
Acrylic Number - 1 Plastic (2) [dm] A marquee number.
Acrylic Number - 2 Plastic (2) [dm] A marquee number.
Acrylic Number - 3 Plastic (2) [dm] A marquee number.
Acrylic Number - 4 Plastic (2) [dm] A marquee number.
Acrylic Number - 5 Plastic (2) [dm] A marquee number.
Acrylic Number - 6 Plastic (2) [dm] A marquee number.
Acrylic Number - 7 Plastic (2) [dm] A marquee number.
Acrylic Number - 8 Plastic (2) [dm] A marquee number.
Acrylic Number - 9 Plastic (2) [dm] A marquee number.
Acrylic Punctuation - Exclamation Mark Plastic (2) [dm] A marquee punctuation mark.
Acrylic Punctuation - Question Mark Plastic (2) [dm] A marquee punctuation mark.
Acrylic Symbol - Dollar Sign Plastic (2) [dm] A marquee symbol.
Acrylic Symbol - Star Plastic (2) [dm] A marquee symbol.
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