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The workshop is part of the crafting system in Fallout 4 and deals with buildings and furniture at settlements. The Sole Survivor can use the workshop to move, deconstruct or create new objects from scrapped material. These objects can be used to create thriving settlements with turrets, walls, vendors and recreational spots.

Usage

  1. The Sole Survivor must first interact with the physical workshop. This will add it to the locations she/he can build settlements.
    Some workshops will not be available to use and will only appear as "Search". This is because the Sole Survivor must ally with the settlement that the workbench belongs to.
  2. After the initial inspection, activating the workshop object will allow to Transfer items to or from it.
    However, the player character does not need to go up to the Workshop and activate it each time he or she wishes to use it. If holding down the Change View Button("V" key on PC, "Change View/Left Menu" button on Xbox One, and the Touchpad on Playstation 4), it will open up the workshop menu as long as the Sole Survivor is within the build area of the workshop.

To build an object

Player character can also scrap, store and move objects in this menu.

  1. Open the menu.
  2. Select the object.
  3. Position the object's outline in a spot in the settlement. The outline will be red if it cannot be built in the current location (for example, part of the object intersects a wall or an abandoned piece of furniture). The outline will turn green when it is in a valid spot.
  • If having custom HUD colors, it will show as the custom HUD color when it can be placed.
  • If there are items in the way of the objects placement, while in workshop mode one may select items and have them scrapped to provide new materials and more available space.

To select an object

  1. Scroll left and right to highlight a type of object (structure, furniture, decoration, etc).
  2. Scroll up and down to navigate to different types and construction materials within the menu.

Other info

  • Workshop inventory items used for building settlements (i.e.: while in the Build mode) or for crafting at work benches (cooking station, chemistry station, armor workbench, weapon workbench, and power armor station) can be shared by assigning a settler to a supply line between settlements.
  • Shared items from one settlement do not show in the Workshop inventory of any other settlement. They only appear when building or crafting something which uses the shared item(s). This limits the items which can be shared to components of buildable or craftable items. For example, shared purified water will appear as an available component at a cooking station, but since shared purified water will NOT appear in the Workshop's Aids page, there is no way to get it at another settlement in order to drink or sell it.
  • Parts removed from gear and weapons when these are upgraded can be shared when upgrading gear or weapons in other settlements, but complete weapons and gear cannot be shared because, again, they do not appear in the Workshop's Apparel or Weapons pages nor do they appear in crafting or building menus.
  • Stored Workshop structures, furniture, electrical systems, etc., cannot be shared; they can only be used at the settlement where they were created.
  • To assign a supply line, one must first acquire the Local Leader perk. The Sole Survivor can then go up to a settler to run it (while in build mode) and press the assigned button on the bottom of the screen. It should display, "[Button] SUPPLY LINE".
  • Alternatively, rather than getting the Local Leader perk, the Sole Survivor can easily carry the components required to build items for a basic settlement - turrets, water pumps, beds, etc. Since complete items cannot be shared, the Sole Survivor must go to the other settlement anyway to do the building, carrying the supplies is no hardship.
  • Junk items (which excludes Armor, Weapons, etc.) may be broken down into their raw components by the Workshop when needed. For example, a Gas Canister can be broken down into Oil and Steel. If Steel is needed to build or craft something and sufficient Steel is not available in the Workshop or Sole Survivor's inventory, the Workshop will break down the Gas Canister, use the Steel, and return the Oil to the Workshop's inventory. If the only source of Steel is a weapon, the Workshop will NOT scrap it. However, a weapon can be manually scrapped at a Weapon's Workbench as well as in the Workshop Mode.
  • While the Workshop Mode's ability to scrap items is normally used to clear settlement areas for building, it can be used anytime to scrap items by dropping them on the ground, entering the Workshop Mode, pointing at them and selecting the Scrap option; however, the components are rarely equal to the sales value of the scrapped item (e.g.: an expensive, upgraded weapon may break down into just cheap steel and wood).
  • While having all Junk items scrapped is not necessary for using the components, it can be handy when wanting to get specific components to carry to another settlement as previously described.

Craftable items

This section is transcluded from Fallout 4 settlement objects. To change it, please edit the transcluded page.

Special

Object list

Structures

Object list
  • Wood
    • Prefabs
      • Floor and roof (x2)
      • Wall and roof (x2)
      • Hallway
      • Hallway end
      • Corner (x2)
      • Small shack
      • Large shack
    • Floors
      • Shack floor (x5)
      • Shack foundation (x2)
      • Shack stairwell
      • Shack upper floor
    • Walls
      • Shack wall (x6)
      • Shack wall - Doorway
      • Shack wall- Outer cap (x3)
      • Shack wall - Corner (x9)
      • Shack wall and roof (x10)
    • Roofs
      • Shack roof (x10)
    • Stairs
      • Shack stairs (x2)
      • Shack stairs - Half
      • Shack steps
    • Miscellaneous
      • Shack bridge
      • Shack balcony railing (x5)
  • Metal
    • Prefabs
      • Corner
      • Doorway
      • Floor and roof (x2)
      • Wall and roof (x3)
      • Hallway
      • Hallway end
      • Small metal shack (x2)
      • Large metal shack
    • Walls
      • Shack wall and roof (x4)
      • Shack wall corner (x6)
      • Shack wall doorway (x2)
      • Shack wall (x2)
      • Shack wall - Outer cap (x3)
    • Roofs
      • Roof (x2)
  • Concrete Wasteland Workshop
    • Floors
      • Floor (x2)
      • Concrete foundation
      • Floor - Upper
      • Floor - Curve
      • Floor - Small
      • Floor - Angled
    • Walls
      • Concrete wall (x5)
      • Concrete wall - Doorway
      • Concrete wall - Angled
      • Concrete wall - Angled doorway
      • Concrete wall - Curve
    • Roofs
      • Roof (x2)
    • Stairs
      • Concrete steps (x2)
    • Miscellaneous
      • Railing (x4)
  • Warehouse Contraptions Workshop
    • Prefabs
      • Warehouse
      • Wall - Corner (x3)
      • Roof (x6)
    • Floors
      • Floor (x10)
    • Walls
      • Wall (x37)
    • Roofs
      • Roof (x29)
      • Roof - Rafter
      • Roof - Platform (x4)
    • Stairs
      • Stairs (x2)
    • Doors
      • Door (x8)
      • Rolling metal door
    • Miscellaneous
      • Post (x2)
      • Roof cupola
  • Barn Far Harbor (add-on)
    • Prefabs
      • Barn
      • Roof (x6)
      • Wall - Corner (x3)
    • Floors
      • Floor (x10)
    • Walls
      • Wall (x27)
    • Roofs
      • Roof (x18)
      • Roof - Platform (x3)
      • Roof - Rafter
    • Stairs
      • Stairs (x2)
    • Doors
      • Door (x6)
    • Miscellaneous
      • Post (x2)
      • Outhouse (x4)
      • Outhouse seat
      • Door (x2)
      • Roof cupola
  • Vault Vault-Tec Workshop
    • Domestic
      • Domestic - Hallway (x3)
      • Domestic - Transition to utility
      • Domestic - Hallway w/ window
      • Domestic - Hallway w/ windows
      • Domestic - 3 way
      • Domestic - 4 way
      • Domestic - Corner
      • Domestic - Hall to doorway
      • Domestic - Hallway & doorway
      • Domestic - 4 way w/ doorways
      • Domestic - Stairs
      • Domestic - Stairwell (x2)
      • Domestic - Prefab wall
      • Domestic - Prefab window
      • Domestic - Prefab doorway
      • Domestic - Prefab corner (x2)
      • Domestic - Prefab mid
      • Domestic - Wall endcap
      • Domestic - Doorway endcap
    • Utility
      • Utility - Hallway (x3)
      • Utility - Transition to domestic
      • Utility - Hallway w/ window
      • Utility - Hallway w/ windows
      • Utility - 3 way
      • Utility - 4 way
      • Utility - Corner
      • Utility - Hall to doorway
      • Utility - Hallway & doorway
      • Utility - Hallway & doorways
      • Utility - Stairs
      • Utility - Stairwell (x2)
      • Utility - Prefab wall
      • Utility - Prefab window
      • Utility - Prefab doorway
      • Utility - Prefab corner (x2)
      • Utility - Prefab mid
      • Utility - Wall endcap
      • Utility - Doorway endcap
    • Wide halls
      • Wide hall
      • Wide hall - 3 way
      • Wide hall - 4 way
      • Wide hall - Doorway (x2)
      • Wide hall - Corner
      • Wide hall - End (x2)
    • Rooms
      • Common
        • Common room - Wall
        • Common room - Wall doorway
        • Common room - Window
        • Common room - Mid
        • Common room - Corner (x2)
        • Common room - Corner doorway (x2)
      • Cafeteria
        • Cafeteria - Wall (x3)
        • Cafeteria - Wall doorway
        • Cafeteria - Window
        • Cafeteria - Mid
        • Cafeteria - Corner (x2)
        • Cafeteria - Corner doorway (x2)
      • Clinic
        • Clinic - Wall
        • Clinic - Wall doorway
        • Clinic - Window
        • Clinic - Mid
        • Clinic - Corner (x2)
        • Clinic - Corner doorway (x2)
      • Nursery
        • Nursery - Wall
        • Nursery - Wall doorway
        • Nursery - Window
        • Nursery - Mid
        • Nursery - Corner (x2)
        • Nursery - Corner doorway (x2)
      • Overseer
        • Overseer - Wall (x2)
        • Overseer - Wall doorway
        • Overseer - Window (x2)
        • Overseer - Mid
        • Overseer - Column
        • Overseer - Corner (x2)
        • Overseer - Corner doorway (x2)
      • Quarters
        • Quarters - Wall
        • Quarters - Wall doorway
        • Quarters - Window
        • Quarters - Mid
        • Quarters - Corner (x2)
        • Quarters - Corner doorway (x2)
      • Security
        • Security - Wall
        • Security - Wall doorway
        • Security - Window
        • Security - Mid
        • Security - Corner (x2)
        • Security - Corner doorway (x2)
    • Atrium
      • Atrium - Prefab end (x2)
      • Atrium - End (x2)
      • Atrium - Ceiling (x2)
      • Atrium - Floor
      • Atrium - Wall bottom
      • Atrium - Window bottom
      • Atrium - Doorway bottom
      • Atrium - Column bottom
      • Atrium - Corner bottom
      • Atrium - Inner corner bottom
      • Atrium - Column (x2)
      • Atrium - Wall mid
      • Atrium - Window mid
      • Atrium - Overseer window
      • Atrium - Doorway mid
      • Atrium - Column mid
      • Atrium - Corner mid
      • Atrium - Inner corner mid
      • Atrium - Wall top
      • Atrium - Window top
      • Atrium - Doorway top
      • Atrium - Corner top
      • Atrium - Inner corner top
      • Atrium - Column top
      • Atrium - Hanging floor
      • Atrium - Hanging floor corner (x2)
      • Atrium - Ceiling & floor
      • Trim
      • Atrium - Prefab wall (x2)
      • Atrium - Prefab doorway
      • Atrium - Prefab window
      • Atrium - Prefab corner
      • Atrium - Prefab inner corner
      • Atrium - Prefab column
    • Doors
      • Door
      • Window (x3)
    • Railings & stairs
      • Stairs
      • Bridge (x4)
      • Railing (x11)
    • Supports
      • Supports (x6)
  • Scaffolding Contraptions Workshop
    • Prefabs
      • Scaffolding tower (x2)
    • Floors
      • Scaffolding floor (X7)
    • Framework
      • Scaffolding frame (x9)
    • Stairs
      • Scaffolding ramp (x4)
      • Scaffolding stairs (x8)
    • Miscellaneous
      • Scaffolding railing (x2)
  • Boxcars Contraptions Workshop
    • Blue
      • Box car door
      • Box car (x12)
    • Orange
      • Box car door
      • Box car (x12)
  • Doors
    • Door (x16)
    • Door Wasteland Workshop
    • Powered door (x4) Wasteland Workshop
  • Fences
    • Junk fence
      • Gate
      • Junk fence corner (x2)
      • Junk fence (x6)
      • Junk fence doorway (x2)
    • Picket fence
      • Gate
      • Picket fence post
      • Picket fence (x10)
    • Wire fence
      • Post (x2)
      • Wire fence (x6)
      • Gate
  • Elevators Contraptions Workshop
    • 2 floor elevator
    • 3 floor elevator
    • 4 floor elevator
  • Ball track Contraptions Workshop
    • Straight
      • Ball track - Ramp high
      • Ball track - Ramp high - Double
      • Ball track - Ramp high supported
      • Ball track - Ramp medium
      • Ball track - Ramp medium supported
      • Ball track - Ramp low
      • Ball track - Ramp low supported
    • Curves
      • Ball track - Curve left
      • Ball track - Curve right
      • Ball track - Curve left - 180
      • Ball track - Curve right - 180
      • Ball track - Curve left - 360
      • Ball track - Curve right - 360
    • Miscellaneous
      • Steel ball
      • Ball track - Funnel - Edge
      • Ball track - Funnel - Floor (x2)
      • Ball track - Merge
      • Ball track - Ball drop
      • Ball track - Ball drop powered
      • Ball track - Supports
      • Ball track - Split
      • Ball track - Switch
      • Ball track - Pulse
  • Miscellaneous
    • Totem (x4)
    • Bus (x2) Wasteland Workshop
    • Trailer Wasteland Workshop

Furniture

Object list

Decorations

Object list

Power

Object list

Defense

Object list

Resources

Object list

Stores

Object list

Crafting tables

Object list

Cages Wasteland Workshop

Object list

Raider

Object list

Locations/settlement sites

Every workshop is located at a settlement which are located throughout the Commonwealth.

Base game

Automatron

Far Harbor

Vault-Tec Workshop

Nuka-World

Bugs

  • PCPC Sometimes lights like lightbulbs will refuse to turn on, even when there's a decent supply of power and when they're within ranges of power transmitters. [verified]
    • Occasionally this can be fixed by going into build mode, picking up the light, and placing it back down.
  • PCPC When viewing the status of settlements in the Pip-Boy menu, the information displayed will be incorrect. (such as lack of food or water, or a ludicrous amount of settlers) Fast traveling to the respective settlement usually fixes this.[verified]
  • PCPC Sometimes you do not have the option to make a structure or item, even if you have everything you need to make it. This appears to only happen when you have the exact amount of material required to build an object. Having one unit more than what is needed will allow you to build. [verified]
  • PCPC Using the workshop in one settlement then fast traveling to another settlement can cause corruption of one or both settlements. The most common cause of this is fast traveling while a script such as assigning a settler a job or bed has not yet fully executed: the 'resource has been assigned' notice. The most obvious problem this produces is some or all resources suddenly becoming unassigned in the destination settlement. Other problems, like being unable to build certain objects or erroneous data regarding a settlement on the Pip-Boy can also be caused by this 'pending/unexecuted script' issue. In the latter case, you may get the population of two settlements combined together reported. The solution is to avoid this issue by giving the settlement plenty of time to execute all scripts then walk outside the settlement perimeter before fast traveling. Doing some interim quest or project away from all settlements between going from one settlement to another usually assures corruption won't occur. [verification overdue]

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