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This page describes crafting in Fallout 4. |
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Characteristics[]
Crafting in Fallout 4 refers to multiple ways of creating objects and items in the game. In particular, these are the production of settlement objects, items and item modifications. Each crafting process consumes a certain amount of components, which can be acquired from scrapping junk items at a crafting table, or world objects such as trees or cars, at an allied settlement. They may be also be purchased from merchants. Crafting components are accessed and consumed either via a settlement's workshop, or directly from the player's inventory. Ways to obtain them are covered below.
Unlike in previous games, in order to craft or modify an item, it is not generally required to learn schematics, as the majority of craftable items is already known by default, with only a few having to be learned by alternate means, e.g. reading a terminal entry. In addition, certain crafting-related perks are mandatory. Some examples are Science! for energy weapons, Armorer for all but the most basic armor pieces, and Demolition Expert for anything more complex than a Molotov cocktail.
While in "workshop mode," objects outlined in yellow can only be scrapped (or left alone); items and objects outlined in green can be either scrapped or stored. None of these items will respawn after scrapping. Stored objects (which will always be craftable) can be placed elsewhere.
Settlement objects[]
These refer to all kinds of settlement objects. They range from objects covering basic survival needs (e.g. edible fruit and water pumps) to prefabricated housing modules, trash cans, windmills, machine gun turrets, or simple furniture like beds, desks and tables. They can only be crafted in an allied settlement, and each object crafted consumes a certain amount of the settlement's available budget.
Items[]
These refer to all sorts of craftable items, such as certain weapons and explosives, armor and clothing, as well as consumables and aid items, such as food or chems. Each of these items requires a specific crafting table or station, on which the item can be crafted, and consumes components and/or other items in the process.
Item modification[]
The only items that can be modded are weapons, armor and clothing on their respective crafting tables. This happens either by attaching a loose mod box, which can be found in the world or bought from a merchant, or by crafting and applying the modification to the item in question.
Crafting tables[]
Crafting tables are accessible by default in most locations, e.g. Diamond City market has all five basic types. Crafting tables linked to a workshop might require the associated settlement to be unlocked first. Except for the machinery stations added by the Contraptions Workshop add-on, all crafting tables in an allied settlement have their inventory connected via the workshop. Crafting tables and stations include:
- Armor workbench: For scrapping, repairing and modifying armor and clothing.
- Chemistry station: For crafting drugs, medicine, grenades, mines, Syringer ammo and cutting fluid.
- Cooking station: For preparing scavenged edible items.
- Power armor station: For repairing and modifying power armor.
- Weapons workbench: For scrapping and building weapon mods using parts from a variety of weapons.
- Workshop: For scrapping and building buildings, furniture and various equipment for settlements.
- Robot workbench: Used to build and modify robot companions by equipping them with various robot mods, including Codsworth and Ada.
- Ammunition plant
- Armor forge
- Auto-loom
- Builder
- Energy weapon forge
- Explosives mill
- Food processor
- Heavy weapon forge
- Pyrotechnics mill
- Weapon forge
- Nuka-mixer station: Used to mix Nuka-Cola drinks and create new flavors.
Crafting components[]
All junk items consist of one or more "components,” a general term for the materials that make up each junk item. When crafting anything out of junk, the most readily available junk is broken down to its base components, and whatever ingredients needed for the recipe are consumed to make the crafted item. Any components not used are stored in either the player character’s inventory or the settlement workbench, depending on where the player character is crafting and where they are storing their junk. There are 31 base components total, that cannot be broken down further into anything else.
Scrapping[]
Although some instances of the following items exist in the game world, they are more commonly obtained by scrapping other items. Additionally, shipments providing larger quantities can be bought from several vendors and are weightless.
When scrapping other junk items, one will always receive the components specified. However, when scrapping other items such as:
- Weapon mods, but only when attached to weapons
- Armor mods, but only when attached to armor
- Static objects created in the workshop
The player character will only receive a fraction of the components which were originally used to craft the item. The types and amounts of components received in these cases are determined by two factors: rarity and scrap scalar.
Rarity has four possible values:
- Common: These components are always received.
- Uncommon: Scrapper rank 1 is required to receive these components.
- Rare: Scrapper rank 2 is required to receive these components.
- Zero yield: These components are never received (only applies to adhesive and oil).
Additionally, the original amount of components used to craft the item is multiplied by the scrap scalar, rounding down, when determining the number of components received.
Name | Value | Weight | Rarity | Scrap scalar | Craftable Source | Form ID | Value per unit in Shipment | Shipment of ... - 25 | Shipment of ... - 50 | Shipment of ... - 100 | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | Form ID | Value | Form ID | Value | Form ID | ||||||||
Acid | 2 | 0.1 | Rare | 0.25 | 001BF72D | 10 | 250 | 001EC133 | |||||
Adhesive | 8 | 0.1 | Zero yield | 0 | Vegetable starch | 001BF72E | 40 | 1000 | 001EC135 | 2000 | 001EC134 | ||
Aluminum | 3 | 0.1 | Uncommon | 0.25 | 0006907A | 15 | 375 | 001EC137 | 750 | 001EC136 | |||
Antiseptic | 3 | 0.1 | Rare | 0.25 | 001BF72F | 15 | 375 | 001EC139 | |||||
Asbestos | 6 | 0.1 | Rare | 0.25 | 000AEC5C | 30 | 750 | 001EC13A | |||||
Ballistic fiber | 5 | 0.1 | Rare | 0.25 | 000AEC5B | 25 | 625 | 001EC138 | |||||
Bone | 1 | 1 | Common | 0.5 | 000AEC5D | ||||||||
Ceramic | 1 | 0.1 | Common | 0.25 | 000AEC5E | 7 | 175 | 001EC13B | |||||
Circuitry | 5 | 0.3 | Rare | 0.25 | 0006907B | 25 | 625 | 001EC13C | 1250 | 001EC13D | |||
Cloth | 1 | 0.1 | Common | 0.5 | 000AEC5F | 4 | 100 | 001EC13E | |||||
Concrete | 1 | 3 | Common | 0.25 | 00106D99 | 3 | 150 | 001EC13F | 300 | xx000E7F* | |||
Copper | 4 | 0.1 | Uncommon | 0.25 | 0006907C | 20 | 500 | 001EC140 | 1000 | 0024A06C | |||
Cork | 1 | 0.1 | Uncommon | 0.25 | 000AEC60 | 5 | 125 | 001EC141 | |||||
Crystal | 4 | 0.2 | Rare | 0.25 | 0006907D | 23 | 575 | 001EC142 | |||||
Fertilizer | 1 | 0.1 | Uncommon | 0.25 | 001BF730 | 12 | 300 | 001EC143 | |||||
Fiber optics | 6 | 0.1 | Rare | 0.25 | 00069087 | 34 | 850 | 001EC145 | |||||
Fiberglass | 5 | 0.1 | Uncommon | 0.25 | 000AEC61 | 28 | 700 | 001EC144 | |||||
Gears | 3 | 0.2 | Uncommon | 0.25 | 0006907E | 18 | 450 | 001EC146 | |||||
Glass | 2 | 0.1 | Uncommon | 0.25 | 00069085 | 13 | 325 | 001EC147 | |||||
Gold | 9 | 0.1 | Rare | 0.25 | 000AEC62 | 45 | 1125 | 001EC148 | |||||
Lead | 1 | 0.3 | Uncommon | 0.25 | 000AEC63 | 8 | 200 | 001EC149 | |||||
Leather | 2 | 0.1 | Common | 0.25 | 000AEC64 | 10 | 250 | 001EC14A | |||||
Nuclear material | 10 | 0.1 | Rare | 0.25 | 00069086 | 50 | 1250 | 001EC14B | |||||
Oil | 4 | 0.1 | Zero yield | 0 | Cutting fluid | 001BF732 | 20 | 500 | 001EC14C | ||||
Plastic | 1 | 0.1 | Common | 0.25 | 0006907F | 3 | 75 | 001EC14D | |||||
Rubber | 2 | 0.1 | Common | 0.5 | 00106D98 | 10 | 250 | 001EC14E | |||||
Screw | 2 | 0.1 | Uncommon | 0.25 | 00069081 | 16 | 400 | 001EC14F | |||||
Silver | 6 | 0.1 | Uncommon | 0.25 | 000AEC66 | 30 | 750 | 001EC150 | |||||
Spring | 3 | 0.1 | Uncommon | 0.25 | 00069082 | 15 | 375 | 001EC151 | |||||
Steel | 1 | 0.2 | Common | 0.5 | 000731A4 | 3 | 150 | 001EC132 | 300 | 001EC131 | |||
Wood | 1 | 0.2 | Common | 0.5 | 000731A3 | 2 | 100 | 001EC152 | 200 | 001EC153 |
- * Concrete shipment also has a shipment of 200 with ID xx000E80
The unit price of a component, when bought as a shipment, is several times its "base" unit price, sometimes even overpricing the value of a simple source item containing the component. Also, the game does not offer any rebate for large shipments (= no quantity rebate). Therefore, it is not necessary to spare money waiting for the opportunity for buying big shipments over small ones. For example, two shipments of 100 concrete yield the same overall price as a single shipment of 200. Buying small shipments also allows building defenses gradually for settlements that are not yet connected between each other and at a lower cost.
The concrete, steel and wood components constitute the three base building components for all the major craftable structures in the settlements (e.g. floors, walls, roofs, stairs). Their values, although claimed to all be 1, are respectively 3, 3, and 2 when considering their respective shipments. For this reason, the cost for building each craftable structure can vary largely and can affect or determine which structure is favored over the others, especially when the amount of caps is currently limited and there is a hurry for building up the defenses for a given settlement.
Component sources[]
Notes[]
- An important distinction with crafted consumables is that many of their ingredients are not standard raw materials, particularly meat and produce for cooking, and a variety of items (such as Abraxo Cleaner, bloatfly gland, pencil, Stimpaks, chems etc.) for chemistry.
- The "workshop's choice" of junk items to scrap when crafting, when multiple options are available, is not clear; if the player wants to save certain items for sale (e.g. trading pre-War money for bottlecaps rather than scrapping it for cloth) or consumables crafting (see previous note), they need to either be used up first or kept separate from both the player's inventory and the workshop storage.
- Only junk will automatically be consumed during crafting, never weapons or armor; those can only be converted to raw materials by manual scrapping.
- Collapsed buildings, cars, street lamps, almost anything lying about within a workstation area can be scrapped for building materials. While being in workshop mode, the player can highlight any of those objects. To scrap them, press the square button for PS4, X for Xbox One, or R for PC.
- All items on or in scrapped containers or attached items will be moved to the workshop's storage (accessible from any crafting station, or from the workbench itself).
- Scrapping a non-container object such as seating, shop sinks, most tables, shelves, etc. will cause any attached/touching items to disappear from the game. Take/scrap/store such items before scrapping the supporting object.
- Scrapping a crafted item when another crafted item is attached will not scrap both items; only the highlighted item is scrapped. The other item will be moved to the workbench.
- Many movable objects outside the boundaries of a settlement (e.g. the engine under the bridge off Sanctuary's south side, steel barrels, smaller tires, traffic cones) can be carried into a settlement and then scrapped.
- When curating junk inventory, a gear is not itself a crafting component, but "gears" is.
- Crafting ammunition like in Fallout: New Vegas was originally non-existant in Fallout 4, except for ammo for the Syringer.
- This was expanded upon in the Contraptions Workshop add-on, which brought the ammunition plant, allowing for all 10 ammunition types to be crafted with rank four of the Gun Nut perk.
- Another addition of craftable ammunition came with Nuka-World. By acquiring the Nuka-nuke schematics, one can craft Nuka-nukes.