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The Vault - Fallout Wiki
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Gametitle-FO4
Gametitle-FO4

This page lists all Fallout 4 settlement improvements and items the player can construct.

Special[]

Image Name Component cost Requirements Effect
Artillery piece 4x Oil
4x Screw
6x Gear
5x Spring
16x Steel
4x Concrete
4x Wood
Requires assigned settler. Produces 6 Defense.
Eyebot pod 2x Copper
4x Circuitry
6x Aluminum
2x Fiber optics
2x Nuclear material
EyeBod pod schematics
Requires 6 Power.
Robot workbench 6x Gear
4 Oil
4x Screw
4x Plastic
12x Aluminum
6x Fiberglass
3x Circuitry
4x Nuclear material
Robot workbench schematics
Mama Murphy's chair Wood x4
Cloth x3
Steel x1
Requires saving Mama Murphy at Concorde Construct this chair for Mama Murphy to access more visions.
Control console Rubber x2
Copper x3
Steel x5
Biometric Scanner x1
Available during The Molecular Level. One of two final pieces of the teleporter device. Requires 2 power. Has to be connected to the same power grid as other pieces.
Molecular beam emitter Rubber x2
Steel x10
Copper x5
Military-Grade Circuit Board x1
Circuitry x3
Available during The Molecular Level. Second piece of the teleporter platform, requires 20 power.
Relay dish Copper x3
Steel x3
Cloth x6
Gold x3
Available during The Molecular Level. One of two final pieces of the teleporter device. Requires 5 power. Has to be connected to the same power grid as other pieces.
Stabilized reflector platform Aluminum x10
Circuitry x3
Steel x5
Available during The Molecular Level. The first component of the teleportation device for accessing The Institute.
Electromagnetic actuator Circuitry x5
Screw x1
Steel x10
Fiber Optics x3
Rubber x5
High Powered Magnet x1
Available during Liberty Reprimed. Required for assembling Liberty Prime.

Structures[]

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Wood[]

Prefabs[]

Floors[]

Walls[]

Roofs[]

Stairs[]

Miscellaneous[]

Image Name Resource costs Effect
[[]]
[[]]
[[]]
[[]]

Metal[]

Prefabs[]

Walls[]

Roofs[]

Concrete[]

Floors[]

Walls[]

Roofs[]

Stairs[]

Miscellaneous[]

Warehouse[]

Prefabs[]

Floors[]

Walls[]

Roofs[]

Stairs[]

Doors[]

Miscellaneous[]

Barn[]

Prefabs[]

Floors[]

Walls[]

Roofs[]

Stairs[]

Doors[]

Miscellaneous[]

Vault[]

Domestic[]

Image Name
GECK name
Editor ID
Resource costs Effect
Domestic - Hallway
'
xx000000
Steel 8
Rubber 1
Domestic - Hallway
'
xx000000
Steel 16
Rubber 2
Domestic - Transition To Utility
'
xx000000
Steel 8
Rubber 1
Domestic - Hallway W/ Window
'
xx000000
Steel 8
Rubber 1
Domestic - Hallway W/ Windows
'
xx000000
Steel 8
Rubber 1
Domestic - 3 Way
'
xx000000
Steel 8
Rubber 1
Domestic - 4 Way
'
xx000000
Steel 8
Rubber 1
Domestic - Corner
'
xx000000
Steel 8
Rubber 1
Domestic - Hall To Doorway
'
xx000000
Steel 8
Rubber 1
Domestic - Hall & Doorway
'
xx000000
Steel 8
Rubber 1
Domestic - 4 Way W/ Doorways
'
xx000000
Steel 8
Rubber 1
Domestic - Stairs
'
xx000000
Steel 12
Rubber 2
Domestic - Stairwell
'
xx000000
Steel 12
Rubber 2
Domestic - Stairwell
'
xx000000
Steel 12
Rubber 2
Domestic - Prefab Wall
'
xx000000
Steel 6
Rubber 1
Domestic - Prefab Window
'
xx000000
Steel 6
Rubber 1
Domestic - Prefab Doorway
'
xx000000
Steel 6
Rubber 1
Domestic - Prefab Corner
'
xx000000
Steel 6
Rubber 1
Domestic - Prefab Corner
'
xx000000
Steel 6
Rubber 1
Domestic - Prefab Mid
'
xx000000
Steel 6
Rubber 1
Domestic - Wall Endcap
'
xx000000
Steel 2
Rubber 2
Domestic - Doorway Endcap
'
xx000000
Steel 2
Rubber 2

Utility[]

Image Name
GECK name
Editor ID
Resource costs Effect
Utility - Hallway
'
xx000000
Steel 8
Rubber 1
Utility - Hallway
'
xx000000
Steel 16
Rubber 2
Utility - Transition To Domestic
'
xx000000
Steel 8
Rubber 1
Utility - Hallway
'
xx000000
Steel 8
Rubber 1
Utility - Hallway W/ Window
'
xx000000
Steel 8
Rubber 1
Utility - Hallway W/ Windows
'
xx000000
Steel 8
Rubber 1
Utility - 3 Way
'
xx000000
Steel 8
Rubber 1
Utility - 4 Way
'
xx000000
Steel 8
Rubber 1
Utility - Corner
'
xx000000
Steel 8
Rubber 1
Utility - Hall To Doorway
'
xx000000
Steel 8
Rubber 1
Utility - Hallway & Doorway
'
xx000000
Steel 8
Rubber 1
Utility - Hallway & Doorways
'
xx000000
Steel 8
Rubber 1
Utility - Stairs
'
xx000000
Steel 12
Rubber 2
Utility - Stairwell
'
xx000000
Steel 12
Rubber 2
Utility - Stairwell
'
xx000000
Steel 12
Rubber 2
Utility - Prefab Wall
'
xx000000
Steel 6
Rubber 1
Utility - Prefab Window
'
xx000000
Steel 6
Rubber 1
Utility - Prefab Doorway
'
xx000000
Steel 6
Rubber 1
Utility - Prefab Corner
'
xx000000
Steel 6
Rubber 1
Utility - Prefab Corner
'
xx000000
Steel 6
Rubber 1
Utility - Prefab Mid
'
xx000000
Steel 6
Rubber 1
Utility - Wall Endcap
'
xx000000
Steel 2
Rubber 2
Utility - Doorway Endcap
'
xx000000
Steel 2
Rubber 2

Wide Halls[]

Image Name
GECK name
Editor ID
Resource costs Effect
Wide Hall
'
xx000000
Steel 12
Rubber 2
Wide Hall - 3 Way
'
xx000000
Steel 12
Rubber 2
Wide Hall - 4 Way
'
xx000000
Steel 12
Rubber 2
Wide Hall - Doorway
'
xx000000
Steel 12
Rubber 2
Wide Hall - Doorway
'
xx000000
Steel 12
Rubber 2
Wide Hall - Corner
'
xx000000
Steel 12
Rubber 2
Wide Hall - End
'
xx000000
Steel 12
Rubber 2
Wide Hall - End
'
xx000000
Steel 12
Rubber 2

Rooms[]

Common[]
Image Name
GECK name
Editor ID
Resource costs Effect
Common Room - Wall
'
xx000000
Steel 8
Rubber 1
Common Room - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Common Room - Window
'
xx000000
Steel 8
Rubber 1
Common Room - Mid
'
xx000000
Steel 8
Rubber 1
Common Room - Corner
'
xx000000
Steel 8
Rubber 1
Common Room - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Common Room - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Common Room - Corner
'
xx000000
Steel 8
Rubber 1
Cafeteria[]
Image Name
GECK name
Editor ID
Resource costs Effect
Cafeteria - Wall
'
xx000000
Steel 8
Rubber 1
Cafeteria - Wall
'
xx000000
Steel 8
Rubber 1
Cafeteria - Wall
'
xx000000
Steel 8
Rubber 1
Cafeteria - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Cafeteria - Window
'
xx000000
Steel 8
Rubber 1
Cafeteria - Mid
'
xx000000
Steel 8
Rubber 1
Cafeteria - Corner
'
xx000000
Steel 8
Rubber 1
Cafeteria - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Cafeteria - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Cafeteria - Corner
'
xx000000
Steel 8
Rubber 1
Clinic[]
Image Name
GECK name
Editor ID
Resource costs Effect
Clinic - Wall
'
xx000000
Steel 8
Rubber 1
Clinic - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Clinic - Window
'
xx000000
Steel 8
Rubber 1
Clinic - Mid
'
xx000000
Steel 8
Rubber 1
Clinic - Corner
'
xx000000
Steel 8
Rubber 1
Clinic - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Clinic - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Clinic - Corner
'
xx000000
Steel 8
Rubber 1
Nursery[]
Image Name
GECK name
Editor ID
Resource costs Effect
Nursery - Wall
'
xx000000
Steel 8
Rubber 1
Nursery - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Nursery - Window
'
xx000000
Steel 8
Rubber 1
Nursery - Mid
'
xx000000
Steel 8
Rubber 1
Nursery - Corner
'
xx000000
Steel 8
Rubber 1
Nursery - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Nursery - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Nursery - Corner
'
xx000000
Steel 8
Rubber 1
Overseer[]
Image Name
GECK name
Editor ID
Resource costs Effect
Overseer - Wall
'
xx000000
Steel 8
Rubber 1
Overseer - Wall
'
xx000000
Steel 8
Rubber 1
Overseer - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Overseer - Window
'
xx000000
Steel 8
Rubber 1
Overseer - Window
'
xx000000
Steel 8
Rubber 1
Overseer - Mid
'
xx000000
Steel 8
Rubber 1
Overseer - Column
'
xx000000
Steel 8
Rubber 1
Overseer - Corner
'
xx000000
Steel 8
Rubber 1
Overseer - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Overseer - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Overseer - Corner
'
xx000000
Steel 8
Rubber 1
Quarters[]
Image Name
GECK name
Editor ID
Resource costs Effect
Quarters - Wall
'
xx000000
Steel 8
Rubber 1
Quarters - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Quarters - Window
'
xx000000
Steel 8
Rubber 1
Quarters - Mid
'
xx000000
Steel 8
Rubber 1
Quarters - Corner
'
xx000000
Steel 8
Rubber 1
Quarters - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Quarters - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Quarters - Corner
'
xx000000
Steel 8
Rubber 1
Security[]
Image Name
GECK name
Editor ID
Resource costs Effect
Security - Wall
'
xx000000
Steel 8
Rubber 1
Security - Wall Doorway
'
xx000000
Steel 8
Rubber 1
Security - Window
'
xx000000
Steel 8
Rubber 1
Security - Mid
'
xx000000
Steel 8
Rubber 1
Security - Corner
'
xx000000
Steel 8
Rubber 1
Security - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Security - Corner Doorway
'
xx000000
Steel 8
Rubber 1
Security - Corner
'
xx000000
Steel 8
Rubber 1

Atrium[]

Image Name
GECK name
Editor ID
Resource costs Effect
Atrium - Prefab End
'
xx000000
Steel 20
Rubber 3
Atrium - Prefab End
'
xx000000
Steel 20
Rubber 3
Atrium - End
'
xx000000
Steel 12
Rubber 2
Atrium - End
'
xx000000
Steel 12
Rubber 2
Atrium - Ceiling
'
xx000000
Steel 12
Rubber 2
Atrium - Floor
'
xx000000
Steel 6
Rubber 1
Atrium - Wall Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Window Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Doorway Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Column Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Corner Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Inner Corner Bottom
'
xx000000
Steel 6
Rubber 1
Atrium - Column
'
xx000000
Steel 6
Rubber 1
Atrium - Wall Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Window Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Overseer Window
'
xx000000
Steel 6
Rubber 1
Atrium - Doorway Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Column Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Corner Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Inner Corner Mid
'
xx000000
Steel 6
Rubber 1
Atrium - Wall Top
'
xx000000
Steel 6
Rubber 1
Atrium - Window Top
'
xx000000
Steel 6
Rubber 1
Atrium - Doorway Top
'
xx000000
Steel 6
Rubber 1
Atrium - Corner Top
'
xx000000
Steel 6
Rubber 1
Atrium - Inner Corner Top
'
xx000000
Steel 6
Rubber 1
Atrium - Column Top
'
xx000000
Steel 6
Rubber 1
Atrium - Hanging Floor
'
xx000000
Steel 6
Rubber 1
Atrium - Hanging Floor Corner
'
xx000000
Steel 6
Rubber 1
Atrium - Hanging Floor Corner
'
xx000000
Steel 6
Rubber 1
Atrium - Ceiling & Floor
'
xx000000
Steel 6
Rubber 1
Atrium - Ceiling
'
xx000000
Steel 6
Rubber 1
Atrium - Column
'
xx000000
Steel 6
Rubber 1
Atrium - Trim
'
xx000000
Steel 6
Rubber 1
Atrium - Prefab Wall
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Wall
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Doorway
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Window
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Corner
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Inner Corner
'
xx000000
Steel 14
Rubber 2
Atrium - Prefab Column
'
xx000000
Steel 14
Rubber 2

Doors[]

Image Name
GECK name
Editor ID
Resource costs Effect
Door
'
xx000000
Steel 2
Rubber 2
Window
'
xx000000
Steel 2
Glass 3
Window
'
xx000000
Steel 2
Glass 3
Window
'
xx000000
Steel 4
Glass 4

Railings & Stairs[]

Image Name
GECK name
Editor ID
Resource costs Effect
Stairs
'
xx000000
Steel 4
Rubber 1
Bridge
'
xx000000
Steel 4
Rubber 1
Bridge
'
xx000000
Steel 4
Rubber 1
Bridge
'
xx000000
Steel 4
Rubber 1
Bridge
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1
Railing
'
xx000000
Steel 4
Rubber 1

Supports[]

Image Name
GECK name
Editor ID
Resource costs Effect
Supports
'
xx000000
Steel 5
Rubber 1
Supports
'
xx000000
Steel 10
Rubber 1
Supports
'
xx000000
Steel 8
Rubber 1
Supports
'
xx000000
Steel 6
Rubber 1
Supports
'
xx000000
Steel 8
Rubber 2
Supports
'
xx000000
Steel 8
Rubber 2

Scaffolding[]

Prefabs[]

Floors[]

Framework[]

Stairs[]

Miscellaneous[]

Boxcars[]

Blue[]

Orange[]

Doors[]

Fences[]

Junk Fence[]

Picket Fence[]

Wire Fence[]

Elevators[]

Ball Track[]

Straight[]

Curves[]

Miscellaneous[]

Miscellaneous[]

Furniture[]

Beds[]

Name Component cost Description
Bed Steel x4
Cloth x5
Good for one inhabitant. Grants resting bonus. Available in four flavors.
Bed
Bed
Bed
Mattress Cloth x6 Good for one inhabitant. Grants resting bonus.
Sleeping bag Cloth x3 Good for one inhabitant. Grants resting bonus.

Chairs[]

Name Component cost Requirements
Airplane seat Single: Cloth x4
Aluminum x3
Double: Cloth x6
Aluminum x4
Triple: Cloth x8
Aluminum x5
Airplane seat
Airplane seat
Bench Steel x3
Wood x4
Wood x5
Steel x1
Bench
Chair Leather x4
Steel x4
Cloth x4
Steel x4
Cloth x4
Steel x4
Cloth x3
Wood x5
Steel x3
Cloth x1
Plastic x1
Steel x3
Cloth x1
Plastic x2
Steel x4
Wood x3
Cloth x5
Steel x1
Wood x4
Cloth x2
Wood x4
Cloth x4
Wood x4
Cloth x4
Wood x4
Plastic x1
Wood x4
Steel x1
Ottoman
Ottoman
Couch Wood x5
Cloth x9
Wood x4
Cloth x7
Steel x2
Wood x5
Cloth x10
Wood x6
Cloth x10
Steel x2
Wood x6
Cloth x9
Chair
Chair
Chair
Chair
Chair
Chair
Chair
Chair
Chair
Chair
Couch
Chair
Chair
Couch
Couch
Couch
Couch
Couch
Patio chair Steel x4
Plastic x2
Requires Picket Fences #5 (Weston Water Treatment Plant)
Stool Steel x3-5
Steel x2
Wood x1
Steel x3
Plastic x1
Wood x3
Steel x1
Stool
Stool
Stool
Stool
Stool
Stool
Stool

Containers[]

Name Component cost Description
Bureau Wood x4
Cabinet Steel x8
Cabinet
Cabinet
Cabinet
Cabinet
Cooler Steel x2
Fiberglass x1
Desk Steel x6
Steel x2
Wood x4
Desk
Dresser Wood x4
Steel x2
Dresser
File cabinet Steel x4
File Cabinet
Filing cabinet Steel x2
Wood x6
Footlocker Steel x2
Wood x4
Metal box Steel x4
Safe Spring x5
Steel x10
Gear x3
Steamer trunk Steel x4
Suitcase Steel x1
Cloth x2
Tool chest Steel x4
Toolbox Steel x2
Wooden crate Wood x3

Shelves[]

Image Name Component cost Requirements Effect
Bookcase
Bookcase
Magazine Rack 1x Screw
4x Steel
Small rack for holding magazines. Any magazines placed inside will be automatically displayed.
Magazine Rack 1x Screw
4x Steel
Large rack for holding magazines. Any magazines placed inside will be automatically displayed.
Shelf
Shelf
Shelf
Wall Shelf
Wall Shelf
Wall Shelf
Wall Shelf Steel x2
Wood x2

Tables[]

Name Component cost Description
Coffee table Wood x3
Steel x1
Wood x4
Coffee table
End table Wood x3-4
Steel x1
End table
Kitchen table Wood x4
Steel x2-3
Kitchen table
Kitchen table
Patio table Steel x10 Requires Picket Fences #5 (Weston Water Treatment Plant)
Picnic table Wood x8
Steel x2
Requires Picket Fences #5 (Weston Water Treatment Plant)
Pool table Cloth x3
Wood x8
Plastic x2
Rubber x1
Steel x2
Table Steel x2-5
Wood x4
Steel x1
Wood x2
Steel x2
Wood x3
Steel x1
Wood x4
Steel x1
Wood x4
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Table
Cabinet
Cabinet

Miscellaneous[]

Image Name Component cost Requirements Effect
Bathtub
Bobblehead stand 3x Screw
4x Steel
3x Fiberglass
Holds all Fallout 4 bobbleheads. Any added to the container will be automatically displayed.
Counter
Ottoman
Television
Television
Television
Toilet
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack
Fish Rack

Decorations[]

Display[]

Name Component cost Description

Floor Coverings[]

Name Component cost Description

Wall Decorations[]

Name Component cost Description
Brotherhood of Steel flag Cloth x5 Complete Fire Support and remain a member of the Brotherhood.
Institute flag Cloth x5 Complete Institutionalized and remain a member of the Institute
Railroad flag Cloth x5 Complete Tradecraft and remain a member of the Railroad
Minutemen flag Cloth x5 Complete The First Step and remain a member of the Minutemen
U.S. flag Cloth x5
Mounted brahmin heads Wood x1
Cloth x2
Brahmin Skull x2
Mounted mirelurk claw Wood x1
Cloth x1
Mirelurk Meat x1
Mounted mole rat head Wood x1
Cloth x1
Mole Rat Meat x1
Mole Rat Teeth x1
Mounted radstag heads Wood x1
Cloth x2
Radstag Meat x1
Painting Wood x5
Signs Steel x4
Basketball hoop Steel x4
Eat-o-tronic Steel x4
Glass x2


Statues[]

Name Component cost Description

Miscellaneous[]

Name Component cost Description
Statue Copper x10-20 Requires Picket Fences #3 (Saugus Ironworks)



Fountain Copper x20 Requires Picket Fences #3 (Saugus Ironworks)


Ashtray Steel x4
Basketball hoop Steel x6
Cigarette machine Steel x4
Rubber x1
Crib Steel x1
Wood x5
Cloth x2
Doghouse Wood x3
Steel x1
Grill Steel x4
Rubber x1
Requires Picket Fences #5 (Weston Water Treatment Plant)
Ice cooler Steel x4
Rubber x1
Lawn flamingos Steel x1
Plastic x4
Wasteland Survival Guide #5 (Lawn Woods)


Milk vending machine Steel x4
Rubber x1
Nuka-Cola machine Steel x2
Rubber x1
Plastic x2
Potted plant
Requires Picket Fences #4 (Combat Zone)
Steel x2
Wood x2
Picket Fences xIssue #4, located in Combat Zone)





Radio Circuitry x1
Plastic x2
Copper x1
Rubber x2
Requires power. Three variants exist, tuned to Diamond City Radio, Classical Radio, or Freedom Radio.


Sign Steel x4
Rubber x1
Trash bin Steel x4
Rubber x1
Trash can Steel x4
Jukebox Circuitry x2
Plastic x2
Copper x2
Glass x2
Steel x2
Shaun’s crib Cloth x2
Steel x1
Wood x5
Scrap Shaun's crib. Can only be rebuilt at Sanctuary Hills.


Power[]

Generators[]

Image Name Component cost Requirements Effect
Generator - Small Gear x2
Steel x4
Rubber x2
Copper x2
Ceramic x1
Produces 3 Power.
Generator - Medium Screw x3
Gear x3
Steel x7
Rubber x3
Copper x3
Ceramic x1
Produces 5 Power.
Generator - Large Gear x6
Screw x5
Rubber x4
Copper x10
Aluminum x12
Nuclear Material x3
Science! 1 Produces 10 Power.
Generator - Windmill 15x Steel
4x Copper
10x Aluminum
2x Gear
Produces 3 Power.
Generator - Fusion 12x Gear
10x Screw
20x Copper
25x Aluminum
12x Nuclear material
8x Crystal
2x Rubber
Science! 4 Produces 100 Power.

Connectors & Switches[]

Conduit[]

Lights[]

Miscellaneous[]

Image Name Component cost Requirements Effect
Recruitment Radio Beacon 2x Circuitry
2x Crystal
6x Copper
10x Steel
3x Ceramic
1x Rubber
Requires 1 Power. Attracts new settlers when turned on.
Terminal 2x Rubber
2x Copper
2x Circuitry
4x Aluminum
Hacker 1
Requires 1 Power.
Access additional functionality on connected objects.
Lightbox 1x Glass
1x Copper
2x Steel
Requires 1 Power. Use a connected terminal to access additional functionality.
Lightbox 1x Glass
1x Copper
2x Steel
Requires Power. Use a connected terminal to access additional functionality.
Pitching Machine Requires 3 Power.
Junk Mortar Requires Power
Firework Mortar Requires Power.
Firework Mortar (Angled) Requires Power.
Hoop Switch Requires Power.
Hoop Switch Requires Power.
Powered Speaker 1x Copper
1x Wood
2x Steel
1x Circuitry
Requires 1 Power. Plays a musical tone when powered. Use a connected terminal to change the pitch.
Powered Speaker (Pulse Vibrato) Requires 1 Power.
Powered Speaker (Sine) Requires 1 Power.
Powered Speaker (Square) Requires 1 Power.
Powered Speaker (Triangle) Requires 1 Power.
Powered Speaker (Blip) Requires 1 Power.
Powered Speaker (Explosions) Requires 1 Power.
Powered Speaker (Percussion) Requires 1 Power.
Cycling Light 1x Glass
1x Copper
2x Steel
Requires 1 Power. Use a connected terminal to access additional functionality.
Oversized Nixie Tube 4x Copper
1x Ceramic
1x Steel
Requires Power.
Decontamination Arch 4x Copper
8x Aluminum
4 Circuitry
6x Fiber optics
5x Rubber
Requires 2 Power.

Neon[]

Logic Gates[]

Manufacturing[]

Marquee[]

Defense[]

Guard Posts[]

Image Name Component cost Requirements Effect
Guard post 10x Wood
4x Steel
Requires assigned settler. Provides 2 Defense.
Guard tower 12x Wood
6x Steel
Requires assigned settler. Provides 2 Defense.

Turrets[]

Image Name Component cost Requirements Effect
Machinegun Turret 8x Steel
1x Circuitry
2x Gear
2x Oil
Provides 5 Defense.
Heavy Machinegun Turret 10x Steel
2x Circuitry
2x Gear
4x Oil
Gun Nut 1 Provides 8 Defense.
Laser Turret 5x Aluminum
3x Circuitry
3x Screw
4x Fiber optics
2x Gear
2x Nuclear material
5x Steel
3x Glass
Science! 1
Requires 2 Power.
Produces 8 Defense.
Shotgun Turret 4x Aluminum
5x Circuitry
4x Screw
4x Gear
5x Oil
6x Steel
Gun Nut 2
Requires 2 Power.
Produces 8 Defense.
Spotlight 1x Circuitry
1x Screw
2x Gear
6x Steel
1x Oil
2x Glass
Requires 2 Power. Produces 2 Defense.
Heavy Laser Turret 4x Crystal
7x Aluminum
4x Circuitry
4x Screw
4x Fiber optics
3x Gear
4x Nuclear material
3x Steel
Science! 3
Requires 2 Power.
Produces 12 Defense.
Missile Turret 6x Aluminum
6x Circuitry
5x Screw
5x Gear
6x Oil
6x Steel
Gun Nut 3
Requires 2 Power.
Produces 15 Defense.

Traps[]

Image Name Component cost Requirements Effect
Tesla arc 2x Steel
3x Copper
1x Circuitry
Requires Power. Produces 2 Defense.
Trap Door 6x Wood
2x Steel
4x Screw
Radiation emitter 2x Screw
3x Nuclear material
2x Lead
2x Steel
Requires Power. Produces 2 Defense.
Flamethrower trap 2x Screw
4x Rubber
4x Aluminum
6x Oil
Requires Power. Produces 3 Defense.
Powered Spring Trap 3 Screw
5 Aluminum
2 Wood
2 Spring
1 Circuitry
Requires Power. Produces 1 Defense.
Spring Trap 3 Screw
5 Aluminum
2 Wood
2 Spring
Produces 1 Defense.
Sawblade Trap 4 Spring
2 Gear
2 Circuitry
10 Aluminum
2 Wood
Requires Power. Produces 2 Defense.
Spike Trap 9 Steel
3 Spring
6 Concrete
3 Gear
Produces 2 Defense.
Stationary Gun Requires 2 Power. Produces 3 Defense.
Stationary Paintball Gun Requires 2 Power.

Resources[]

Water[]

Image Name Component cost Requirements Effect
Water pump 1x Concrete
4x Steel
1x Gear
Can only be placed in dirt. Produces 3 Water.
Water pump - Powered 4x Oil
2x Ceramic
8x Rubber
4x Copper
15x Steel
4x Screw
Requires 4 Power
Must be placed in dirt.
Produces 10 Water.
Water purifier 2x Oil
2x Ceramic
5x Rubber
2x Copper
10x Steel
2x Cloth
Requires 2 Power.
Must be placed in the water.
Produces 10 Water.
Water purifier - Industrial 4x Oil
2x Ceramic
10x Rubber
4x Copper
20x Steel
4x Cloth
6x Screw
Science! 1
Requires 5 Power.
Must be placed in the water.
Produces 40 Water.

Food[]

Image Name Component cost Requirements Effect
Carrot 1x Carrot Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Corn 1x Corn Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Corn 1x Corn Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Gourd 1x Gourd Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Melon 1x Melon x1 Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Mutfruit plant 1x Mutfruit Requires assigned settler.
Can only be placed in dirt.
Produces 1 Food.
Razorgrain 1x Razorgrain Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Razorgrain 1x Razorgrain Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Tato plant 1x Tato Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.
Tato plant 1x Tato Requires assigned settler.
Can only be placed in dirt.
Produces 0.5 Food.

Miscellaneous[]

Image Name Component cost Requirements Effect
Garden Plot 4 Wood
1 Fertilizer
Scavenging station 5x Wood
3x Steel
Requires assigned settler. Produces random resources and adds them to the settlement workshop.
Brahmin Feed Trough 2x Steel
8x Ceramic
Brahmin will stay near their feed trough.
Caravan Trade Post 4x Wood
1x Steel
Bell 4x Wood
4x Steel
Ring to gather nearby settlers.
Siren 5 Copper
9x Steel
3x Ceramic
1x Rubber
Requires 1 Power. Alerts nearby settlers to danger when triggered.
Fast Travel Target 2x Cloth
1x Rubber
Only 1 per location. Moves the Fast-Travel arrival point.
Pillory Requires assigned settler.

Stores[]

Unlocked with Local Leader 2, these stalls allow settlers to sell various items to the player. Level 3 emporiums can be crewed by expert merchants, granting access to unique items.

Trader[]

Image Name Component cost Requirements Effect
Trading stand 5x Wood
300x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to general goods.
Trading shop 5x Wood
600x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness and grants access to general goods.
Trading emporium 5x Wood
1500x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness and grants access to general goods.

Armor[]

Image Name Component cost Requirements Effect
Armor stand 5x Wood
x500 Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to armor items and generates income.
Armor shop 5x Wood
1000x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to armor items and generates income.
Armor emporium 5x Wood
3000x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to armor items and generates income.

Weapons[]

Image Name Component cost Requirements Effect
Weapons stand 5x Wood
500x Bottlecap
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to weapons and generates income.
Weapons shop 5x Wood
1000x Bottlecap
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to weapons and generates income.
Weapons emporium 5x Wood
3000x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Grants access to weapons and generates income.

Food and Drink[]

Image Name Component cost Requirements Effect
Drink stand 5x Wood
250x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to alcoholic drinks.
Bar 5x Wood
500x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to alcoholic drinks.
Restaurant 5x Wood
1500x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to alcoholic drinks.

Clinic[]

Image Name Component cost Requirements Effect
First Aid station 5x Wood
600x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to healing services.
Clinic 5x Wood
1200x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to healing services.
Surgery center 5x Wood
1800x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to healing services.

Clothing[]

Image Name Component cost Requirements Effect
Clothing stand 5x Wood
200x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to clothing items.
Clothing shop 5x Wood
400x Bottlecaps
3x Steel
Local Leader 2
Assigned settler
Improves happiness, generates income, and grants access to clothing items.
Clothing emporium 5x Wood
1000x Bottlecaps
3x Steel
Local Leader 2
Requires assigned settler.
Improves happiness, generates income, and grants access to clothing items.

Crafting[]

Image Name Component cost Requirements Effect
Armor workbench 3x Wood
5x Gear
4x Spring
4x Screw
8x Aluminum
Local Leader 2 Used for armor modifications.
Chemistry station 8x Wood
6x Steel
6x Glass x6
3x Rubber
4x Screw
Local Leader 2 Used for making chems, explosives, and other items.
Chemistry station x3 Wood x3
6x Steel
4x Copper
3x Rubber
3x Screw
4x Glass
Local Leader 2 Used for making chems, explosives, and other items.
Cooking station 5x Steel
3x Concrete
3x Wood
3x Screw
Local Leader 2 Used for creating consumables.
Cooking station 4x Steel
3x Gear
2x Wood
2x Screw
Local Leader 2 Used for creating consumables.
Cooking Stove 4x Steel
3x Gear
2x Wood
2x Screw
Local Leader 2 Used for creating consumables.
Power armor station 6x Gear
4x Oil
4x Screw
4x Plastic
12x Aluminum
6x Fiberglass
3x Circuitry
Local Leader 2
Armorer 1
Required for creating power armor modifications.
Weapons workbench 4x Wood
4x Gear
3x Screw
7x Aluminum
4x Rubber
Local Leader 2 Used for weapon modification.
Weapons workbench 3x Wood
3x Gear
4x Screw
6x Aluminum
6x Rubber
Local Leader 2 Used for weapon modification.

Cages[]

Small Cages[]

Medium Cages[]

Large Cages[]

Arena[]

Miscellaneous[]

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