This brand new category contains items that allow you to capture creatures and humanoids, pit settlers against each other, and more. Whether you’re looking to raise a settlement’s Happiness rating, salvage rare items from various enemies, or simply satisfy a bit of bloodlust, this category contains a variety of new devices that help meet your needs.
New or Expanded Subcategories
Cages > Small Cages
This category contains a selection of cages meant to trap relatively small animals. You’ll find devices to capture house cats, dogs (both friendly and hostile), mole rats, and mutant hounds. Placing a small cage near an active beta wave emitter ensures that any potentially hostile occupants are passive when they’re released.
Small Cages
| Name | Build With | Prerequisites | Notes |
|---|---|---|---|
| Cat Cage | Steel (6), Copper (1), Softshell Mirelurk Meat (2) | — | Chance to capture a cat when powered. Shut off power to release captured creature. Requires power. |
| Dog Cage | Steel (6), Canned Dog Food (3), Copper (1) | — | Chance to capture a dog when powered. Shut off power to release captured creature. Requires power. |
| Mole Rat Cage | Steel (6), Radroach Meat (4), Copper (1) | — | Chance to capture a mole rat when powered. Shut off power to release captured creature. Requires power. |
| Mutant Hound Cage | Steel (6), Brahmin Meat (2), Copper (1) | — | Chance to capture a mutant hound when powered. Shut off power to release captured creature. Requires power. |
Cages > Medium Cages
This subcategory contains a selection of cages meant to trap humanoids and smaller insects. An active beta wave emitter can be used to pacify trapped insects and feral ghouls, but Gunners, raiders, and Super Mutants are always hostile when they’re released.
Medium Cages
| Name | Build With | Prerequisites | Notes |
|---|---|---|---|
| Feral Ghoul Cage | Steel (10), Mongrel Dog Meat (4), Copper (2) | — | Chance to capture a feral ghoul when powered. Shut off power to release captured creature. Requires power. |
| Gunner Cage | Steel (10), Bottlecap (500), Copper (2) | — | Chance to capture a Gunner when powered. Shut off power to release captured creature. Requires power. |
| Insect Cage | Steel (10), Copper (2), Mole Rat Meat (4) | — | Chance to capture an insect when powered. Shut off power to release captured creature. Requires power. |
| Raider Cage | Steel (10), Jet (6), Copper (2) | — | Chance to capture a raider when powered. Shut off power to release captured creature. Requires power. |
| Super Mutant Cage | Steel (10), Brahmin Meat (5), Copper (2) | — | Chance to capture a super mutant when powered. Shut off power to release captured creature. Requires power. |
Cages > Large Cages
This subcategory contains a selection of cages meant to trap large creatures. Captured brahmin are always passive, but beta wave emitters can be used to pacify any deathclaws, mirelurks, radscorpions, radstags, or yao guai you manage to trap.
Large Cages
| Name | Build With | Prerequisites | Notes |
|---|---|---|---|
| Brahmin Cage | Steel (16), Razorgrain (4), Copper (4), Gear (4) | Chance to capture a brahmin when powered. Shut off power to release captured creature. Requires power. | |
| Deathclaw Cage | Steel (16), Yao Guai Meat (4) Copper (4), Gear (4) | Chance to capture a deathclaw when powered. Shut off power to release captured creature. Requires power. | |
| Mirelurk Cage | Steel (16), Mirelurk Egg (4), Copper (4), Gear (4) | — | Chance to capture a mirelurk when powered. Shut off power to release captured creature. Requires power. |
| Radscorpion Cage | Steel (16), Stingwing Meat (4), Gear (4), Copper (4) | — | Chance to capture a radscorpion when powered. Shut off power to release captured creature. Requires power. |
| Radstag Cage | Steel (16), Carrot (4), Copper (4), Gear (4) | — | Chance to capture a radstag when powered. Shut off power to release captured creature. Requires power. |
| Yao Guai Cage | Steel (16), Radstag Meat (4), Gear (4), Copper (4) | — | Chance to capture a yao guai when powered. Shut off power to release captured creature. Requires power. |
Cages > Arena
This subcategory contains two color-coded arena items. Any settler assigned to an arena item is designated as a member of the corresponding team. This makes the settler hostile to members of the opposing team and any tamed creatures within the settlement. Only one settler can be assigned to a single arena item at a time, but building duplicate arena items makes it possible to assign multiple settlers to the same team.
Arena Items
| Name | Build With | Prerequisites | Notes |
|---|---|---|---|
| Arena Contestant—Blue Team | Wood (4), Steel (10) | — | Settlers assigned to this will be hostile to Red Team arena contestants, as well as tamed captured creatures. Requires an assigned worker. |
| Arena Contestant—Red Team | Wood (4), Steel (10) | — | Settlers assigned to this will be hostile to Blue Team arena contestants, as well as tamed captured creatures. Requires an assigned worker. |
Cages > Miscellaneous
This subcategory contains two items: the beta wave emitter and the quitting time siren. Beta wave emitters pacify captured creatures that would otherwise be hostile. This effect only occurs if the device is active when the creature is released and deactivating a beta wave emitter causes any forcibly tamed creatures to become hostile. The quitting time siren encourages nearby settlers to relax when they would otherwise normally be working.
Miscellaneous Cage Items
| Name | Build With | Prerequisites | Notes |
|---|---|---|---|
| Beta Wave Emitter | Copper (5), Aluminum (8), Crystal (4), Circuitry (3), Nuclear Material (5), Rubber (2) | Rank 1: Animal Friend, Rank 1: Wasteland Whisperer | Creatures released from cages while this is turned on will be non-aggressive toward you and your settlers. Requires 1 Power. |
| Quitting Time Siren | Copper (3), Steel (12), Rubber (1), Circuitry (2), Glass (3) | — | Calls nearby settlers to relax when turned on. |