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The C.A.M.P. is used in the construction of dwellings as part of the game's crafting mechanics.
The C.A.M.P. is placed or moved by entering the Pipboy menu and selecting it at the bottom of the screen or pressing the key or button indicated there. An image of the C.A.M.P. is displayed in green if it can be placed in the present location, red if it cannot. The player can move with the C.A.M.P. in view until it turns green. Once the C.A.M.P. is place, the player can interact with it to start building or use the shortcut key, holding "V" down for a few seconds on the PC.
It can be moved to another location by paying 5-50 bottlecaps depending on how far the player character is from their camp and how recently they last moved the C.A.M.P.
If damaged by another player character or enemy, repairs can be carried out by interacting with the C.A.M.P. and selecting "repair all", assuming the player character has the necessary materials.
The C.A.M.P. is acquired by the player character in Vault 76 on the way out into Appalachia. There is a pile of C.A.M.P.s behind the stand, but none of these can be taken. Another C.A.M.P. can be found at the overseer's camp, where the overseer has left hers for the vault residents to use the cooking station and workbenches. Player characters can also find C.A.M.P.s placed by other characters on the same server.
The player character can place their C.A.M.P. outside wherever there is relatively flat terrain that is not near existing structures nor in a restricted area. The immediate area around Vault 76 is one such restricted area. Player characters are able to place their C.A.M.P. adjacent to their teammates' to connect them and construct larger settlements.
On the small chance of a player character's C.A.M.P. having been in the same location of another character's currently placed C.A.M.P. while joining a server, their C.A.M.P. will not be placed but the settlement will be stored as a single blueprinted object for easy placement elsewhere. However, due to current game limitations, it is frequently impossible to place an existing blueprint if any differences in terrain exist. The player character will have the option of either placing down their C.A.M.P. for free elsewhere or joining another server where their location is unoccupied and their C.A.M.P. will spawn there automatically.
Turrets and TrapsEdit
Before Fallout 76 patch 188.8.131.52, adding turrets used much more of the C.A.M.P. budget than other features did. In update 184.108.40.206, turrets use much less of the budget. This is offset by limiting the total number of turrets in a C.A.M.P. to 10, regardless of type. The effect is dramatic. A modest camp with six missile turrets had a maxed budget before the update. The budget is only 25% used after the update with no changes made by the player.
|Image||Protection Provided||Power Required||Perks Required||Variations||Crafting|
|Aluminum||Circuitry||Crystal||Fiber Optics||Gear||Glass||Nuclear Material||Oil||Screw||Steel|
Machine Gun Turret - Standard machine gun turret mounted on a tripod.
Heavy Machine Gun Turret - More powerful machine gun turret.
|8||-||Lvl 2 Home Defense||-||-||2||-||-||2||-||-||4||-||5|
Laser Turret - Semi-automatic laser gun on a tripod. It requires power to function and has lower rate of fire than the machine gun turrets, but makes up for it in accuracy and range which allow it to be placed in very high places effectively.
|12||2|| Lvl 3 Home Defense|
Lvl 1 Science
Heavy Laser Turret - Gatling Laser on a tripod. While not as accurate as its lighter variant, it makes up for it with its very high rate of fire while maintaining its very long range.
|15||2|| Lvl 3 Home Defense|
Lvl 2 Science
Shotgun Turret - Turret firing shotgun shells. Fairly powerful but has limited range. Despite being armed with a gun, it requires power to function.
|12||2||Lvl 1 Home Defense||-||4||5||-||-||4||-||-||5||4||6|
Missile Turret - Turret armed with a quad-barreled missile launcher.
|25||2||Lvl 3 Home Defense||-||6||6||-||-||5||-||-||6||5||6|
|Spotlights||Protection Provided||Power Required||! Perks Required||Variations||Crafting|
|Spotlight, free standing||-||2||Lvl 1 Home Defense||-||1||2||2||1||1||6|
|Spotlight, wall mounted||-||1||Lvl 1 Home Defense||-||1||2||2||1||1||6|
|Chimes and Wooden Traps||Protection Provided||Power Required||Perks Required||Variations||Crafting|
|Spike Board Trap, swings up||-||Yes*||Lvl 1 Home Defense||-||-||-||4|
|Spike Board Trap, swings to side||-||Yes*||Lvl 1 Home Defense||-||-||-||4|
|Sophisticated Traps||Protection Provided||Power Required||Perks Required||Variations||Crafting|
|Tesla Arc||3||Yes*|| Lvl 2 Home Defense|
Lvl 3 Science
|Flamethrower Trap||3||Yes*|| Lvl 2 Home Defense|
Lvl 1 Fireproof
|Radiation Emitter||2||Yes*|| Lvl 3 Home Defense|
Lvl 2 Science
*These traps must be connected to a trigger, either a laser trip wire or a pressure plate. Those are listed in electrical connectors.
- To avoid terrain issues when moving a C.A.M.P., it can be constructed by placing one floor unit on the ground, adding a staircase, and building the bulk of the structure at the top of the stairs so that if floats above the terrain. Everything attached in this manner is stored and retrieved as a single unit. Water purifiers and garden crops still have to be placed separately since they have to be on the ground or in the water.
- Turrets and traps can protect a C.A.M.P. against the creatures of Appalachia. They will fail against other players just as all of the traps and turrets around Appalachia fail when confronted by determined player characters.
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