Fallout Ammunition Machine 4.

There is a truth that only monsters pronounce aloud (c) There is morality in everything, you only need to be able to find it! (c) | multi-fandom party "For adequate" |

After five days of cerebral sex, I declare that production in its current state is unplayable and in general everything is bad.

How it should be: Frozen goes to point A, leaves a ton of loot there, smokes an experimental BS plant for a couple of hours and watches the battles of Preston Garvey and the death claw in a specially fenced arena, then descends by elevator to point B and picks up the nishtyaks there, and unnecessary junk from loot is automatically pushed into the workshop. Ideally, you can also ask what and how much scumbag wants (1 full T-60 set, 3 teddy bears, 1 new lead riser for Nick Valentine, 20 bottles of nuclear rocket, 20 bottles of wine, 30 packaging of chips, a handful of mentats, 500 rounds for to the cryolator and 5 pieces of fireworks of each type, and we will celebrate Frozen Man's birthday!)

Video Comments:
3rd floor
left branch:
1) a metal box on the left to dump loot loot into it
2) the feeder, draws trash from the box and feeds the conveyor
3) crusher, crush loot into components
4) a component sorter, connected on one side to an explosive production machine (aluminum, springs, nuclear material, acid, etc. for cryogranates are taken into it), the second to an angle conveyor that goes to the workshop storage, dumping the disassembled components there

center:
two funnels, throwing off finished goods to the second floor are connected to them (counterclockwise)
ammunition manufacturing machine
explosive machine
trash machine
firework machine
food processor
distillery

right branch:
network-connected terminal for production setup
  smart conveyor feeder pulling components out of the workshop
two corner conveyors
machine for the production of trash (simple items)
crossroad conveyor (mod!)
direct conveyor

2nd floor

left branch
conveyor belts are thrown under the elevators, which, thanks to the crossroad conveyor, converge in one store

right branch - a small sewing studio
fractions clothing machine
clothing machine ox-tech
clothes loom
everything comes together and goes to a separate storage
+ separate terminal for controlling sewing work

in addition, a redundant power supply network is turned on, from which the light is autonomously powered: it will not darken when production is turned off (with Darkest Knights level 1)

1st floor
supermarket, not completed.

In reality, even Manufacturing Extended will not help much, it’s very bad: yes, having perverted it, you can build a decent factory, the transport crossroads added by the mod solves it, it can bring several flows together, and not just share it, as in the DLK ... but the point is this is not, there is no gain in the expenditure of resources, and the factory just requires a breakthrough of rubber wiring and gears. And glass, yes, if you want beautiful windows.

By the way, the roof of the greenhouse is a separate conversation. I think many people are familiar with the fashion for glass structures that came out in the winter: floors, walls, fences, roofs, floors and ceilings ... and everyone knows the main heart-pain: not only the sun's rays, but also the rain passed through the glass quite calmly. Over the ceiling, yes.
And you know what ... in the summer the arbor is the same. Rain passes through the glass ceilings.

By the free will, neither conveyors nor cars stand against the wall, you can get something sane only if you start building from a funnel that drops things down.

Players Fallout 4 often complain that they quickly run out of ammo and they are right, because at high levels of difficulty, a weapon consumes a lot of ammo. Buying them every time is expensive, so in this guide we will explain how to create cartridges and other ammunition for all types of Fallout 4 weapons ourselves.

Creating Items in Fallout 4

The crafting system appeared along with the addition Contraptions Workshop for workshop mode, it offers conveyor lines and a dozen machines with which you can create many items.

All the functionality is designed primarily for players up to level 15, in the future all the things that can be done with the help of machine tools will start to drop from the enemies.

Most machines do not require additional perks from the character, consumes from 8 to 15 points of energy and is created with a small consumption of basic resources (steel, rubber, gears, copper, etc.). To build a craft line, open the workshop menu, the “Food” section, then “Production” and you will see three groups:

  • "Machines" - in this submenu are hidden all the machines that produce something in Fallout 4
  • “Miscellaneous” - sorters, a feeder for collecting things and a container for storing finished products are located here
  • Conveyor ”- elements of the“ Machine Tools ”and“ Miscellaneous ”groups are connected using a conveyor belt, in this submenu there are such details as a straight line, a turn, a divider, a lift and more.

At first glance, the Contraptions Workshop offers many features, but it is not. Only with the Manufacturing Extended mod does it make sense to build factories, and there are benefits from using them.

If you play without mods, then let's immediately sort the machines in descending order of their importance for gameplay:

  • Ammunition production machine- produces cartridges of all types from basic resources, but only for firearms. With the mod - for energy weapons too. For construction, perks “Fanatic weapons” and “Science!” Of the first level are required.

  • Explosive machine  - produces only the main types of grenades (fragmentation, cryogenic, Molotov cocktail) and mines (fragmentation, cryo and cap). With mods - most types of grenades and mines. Requires the Demoman perk of the second level.

  • Food processor  - produces food of the 21st century that cannot be cooked in the usual way through a food preparation point. The peculiarity of this food is that it is completely safe and restores more points of action or health than usual.

  • Forge of conventional, energy or heavy weapons  - produce weapons in accordance with the name, consume the most energy, to create requires the perk “Fanatic weapons” of the third level or “Science” of the second level. Starting at character level 15, all weapons from the forge will begin to drop from enemies.

  • Machine  - creates toys, balls and bowling pins, balls, Walt-Tech lunchbox and other simple items from the list, which can be seen in the photo below. With mods it produces noticeably more items, but they are all decorative.

  • Firework machine  - creates fireworks on the list; to launch fireworks, an appropriate mortar is required.
  • Armor Forge  - Produces normal, medium, and heavy elemental armor, but requires Level 1 Weapon Perk. It allows you to dress well at the beginning, but offers nothing unusual or exclusive, from level 15 items will become useless. Looking for the best armor? Read our guide "" and find her in the world of Fallout 4!

  • Sewing machine  - produces fashionable clothes, on which you can put on the elements of armor. A machine for aesthetes, as it is useful only if you want to dress the settlers in good things by removing their tattered rags. The clothes themselves cannot be pumped.

In our opinion, only the first three are useful.

Cartridge production in Fallout 4

In the minimum configuration, for the production of cartridges you need only two elements - an ammunition production machine and a conveyor - storage unit (it does not consume energy!). Connect them together.

The choice of the type of cartridges is carried out through the Terminal, which is located in the menu "Power" - "Miscellaneous", you will also need a switch or power lines with a switch to turn the conveyor on and off, when necessary. The complete system consumes 9 points of energy, so build a Large Generator and wire all in series.

Go to the terminal and select the necessary cartridges in the machine menu, the system will inform you about what you need to put into the machine for production:

Production starts immediately as soon as there is everything necessary for the current task. The machine produces packages of 10 rounds in about 10 seconds, so it’s worth loading a little more and setting off for other things. Products can be picked up at the Warehouse.

If you want to produce cartridges of different types at the same time, for example, 5.56 mm, shotgun, 10 mm and .308 caliber, you will have to build four separate lines, each with its own generators, terminals and machine tools.

Instead, we propose focusing on production speed, for which it is worth building a line of three machines working simultaneously on one task. This will require a large empty area with a flat floor.

Construction begins with the installation of the conveyor lift element in the middle of any edge of the site:


Now you need to put two feeders to the left and right of the box, so that they are on the same line and as close as possible to the first feeder, centrally relative to it. This pair also needs a straight belt and a lift.

On the top floor, attach 3 ammunition production machines (they won’t fall) and add a right turn, a left turn and a straight line, so that they all stand approximately on the same line:

Now it remains to collect the finished product using the receiving tape. To do this, put the Conveyor - Storage facility perpendicular to the factory and a little further from it, and connect the Conveyor - Descent element to it:

Usually, 3 descents are required, which go up to the Conveyor - Direct element at the top, and closes the Conveyor - Power supply design, since no one in the receiver part is connected to the power:

It is very important to choose the right position of the feeders, the final three of conveyors from above depends on their position. A small expansion - and the product will no longer fall on the receiving conveyor belt, but will fall to the ground. It usually takes a few minutes to fit.

This factory consumes 48 units of energy, so take care of a suitable generator, do not forget to put a terminal and connect all the wires (3 machines, storage and terminal). To use, put the necessary resources in a box.

This factory produces 30 rounds of any type in 10 seconds, you can build factories according to another model, with 2 large boxes feeding 4 lines, in each feeder, a hoist and a machine, like this:

If this is not enough, then you can easily increase by adding 4 more lines, placing them in front of the boxes, and the receiving tape must be assembled between the machines:

This line consumes 130 units of energy and will require a powerful power source, but it produces 80 rounds of any type in 10 seconds. Note that on weak computers, the game will start to slow down significantly if you use more than 4 lines at a time. Also, 8 elements are difficult to set exactly among themselves and in one line.

Remember that the machine works until the internal stocks are exhausted, switch the type of cartridges produced in the terminal on time, until the stocks run out. Or turn off the production line - do not ignore the switches. Production goes while you play or wait, but do not sleep, so feel free to do other things.

Do not fill boxes with more than 1,000 units of one or another resource - they are collected by feeders in sequence and in alphabetical order, until exhaustion. If you need 2 copper, 2 steel and 2 plastic, and you only loaded 1,000 each, then copper will come out first, then plastic, then steel and then the machine will start on it.

The feeder settings can be adjusted on the terminal. It can load 1-30 units of a resource at a time and at different speeds, from 1 to 30 seconds, which will not be visible, but other elements of the conveyor can become a brake, balancing is needed here. Or just do not touch its settings.

Another important nuance is the resources and their ratio for the production of cartridges. In the original version of the game, 5 resources are required in the following ratio:

  • Fertilizer (translation error, this is explosive id 001bf730) - 11 parts;
  • Lead (id 000AEC63) - 11 parts;
  • Copper (id 0006907c) - 7 parts;
  • Steel (id 000731a4) - 6 parts;
  • Plastic (id 0006907f) - 2 parts;
  • Oil (id 001BF732) - 1 part.
In other words, more and more often you need to load fertilizer and lead into the box, half the amount of copper and steel, plastic is needed only for the production of shotgun cartridges, and oil is only needed for 2 mm. electronic cartridge. A small nuance - in the boxes you need to put not the packaging (packs), but the resources themselves.

You can find out where they are sold from, but if you are too lazy to look, you can add resources through the console command (opens when you click ~): player.additem ID number, for example, player.additem 000AEC63 1000.

How profitable is kraft ammo? Having loaded 1,000 fertilizers and lead, 600 copper and 700 steel, and 200 plastic into each of the two boxes, in an hour of real time in a factory of 8 lines I received about 3,000 cartridges of four running types - 5.56 mm, .38, .45, shotgun. Their purchase would be several times more expensive, not to mention the fact that no seller has such an amount. But you can buy composite resources in the right amount.

Similarly, pomegranates and food should be produced, and it is not necessary to build several such factories, one is enough, especially since this is a very compact scheme. Just change machines, keeping unnecessary in the workshop.

Fallout 4 mods for production and conveyors

The last topic today is mods, or rather, a mod that modifies game mechanics and makes it not so useless. It's about Manufacturing Extended, you can find it in the "Modifications" menu of the game.

He rebalances existing machines and adds a lot of new ones, here are the five most important.

And one more reason to continue playing this game. But, as the developers initially promised, this add-on is not designed for all gamers who plunged into the last variation of the radioactive wasteland today, but only for those players who spend time arranging various gaming settlements. They are offered many new opportunities to take themselves, and everyone else will have to wait for the next additions.

After installing the add-on, the first thing to do is go to the nearest settlement, switch to crafting mode and see what we are offered this time. The abundance of opportunities is really pleasing, although many of them are hidden in already familiar menu items, and not displayed in new ones, which is why the first few minutes are spent researching the available tools in search of minor updates. Major innovations are very easy to detect.

The main feature of the add-on was the emergence of production facilities that will craft all sorts of interesting things on an industrial scale. To do this, you need to build very expensive units (separately for different types of crafting), provide them with the supply of materials, power them from an energy source (the generator previously released with previous additions is very suitable here, since the consumption of each mini-factory is quite large), and then connect the computer and with it, you can already fine-tune the entire production.

In addition to the banal throwing of resources into such "enterprises" with your own hands, you can also go to the menu that allows you to create production lines of varying complexity, build a conveyor belt, start it and watch how some objects are crafted, get on the tape, processed into others, and we As a result, we will work with the results of such production.

Of course, these are basic features that only give you some general idea of \u200b\u200bhow the toolkit works, using simple and obvious examples for everyone. Well, they allow you to visualize the work of the conveyor for those who have little idea of \u200b\u200bwhat it is in principle. And then, after creating the first such node, you begin to experiment, applying both new features and old ones.


  Unfortunately, production takes a lot of real time, so having built the first clumsy factory for creating cartridges, while you wander around and wait for their creation, you unwittingly start experimenting with the rest of the content. For example, you build with the help of switches that work with logic circuits, launchers for fireworks or try to play musical melodies with the help of special devices, or even create various complex elements that will include light beacons in the settlement when a new object is brought into the world.

I would like to mention elevators that make it more convenient to create various platforms and transitions above the ground, allowing you to create even more complex architecture for your settlement. Although, of course, after half a year of the game you have to rebuild a lot of everything in order to place all the new features in your existing space. They were also added to various complex high-rise structures, which are often even more convenient than elevators.

Well, without fireworks, of course, it could not do. With their help, you can well decorate the night sky, if you have enough materials for the production of many rockets, and even change the weather with the help of special types of rockets for installation with fireworks.


  The most desirable for all players, and not just for construction fans, new items in the Contraptions Workshop were stands for armor and weapons. So the rarest, exotic specimens that you don’t want to carry with you, but also feel sorry for throwing away, can now be put in racks or hung on the walls with a clear conscience. And this, perhaps, is the only moment of the DLC that will interest those who do not like to spend a lot of time inside the settlements and run into it just to sort something out, create a quick pair of modifications and get a new task. Now it will be possible to put things not in a box, but nicely place them in your former home, for example.

All this construction is very expensive in resources, and for the implementation of normal production lines will have to be well-fed. So it seems that many will not do without codes that allow you to get everything you need immediately and without preparation. Otherwise, if over the past months you have not accumulated a good reliable “fund” of unnecessary trash, you risk spending several days on farm resources to create something interesting. And this is not always as fun as we would like.

The full potential of the capabilities available in the supplement in the DLC itself is not revealed in any way. Unfortunately, all these production facilities are idle, especially since for high-level players who already have a lot of resources and have explored the game world far and wide, production basically makes little sense - for such people, the whole inventory is occupied with the best game things, and even the theoretically useful production of ammunition in practice does not justify itself.


  So there is a suspicion that these possibilities are preparing us for the next DLC, where it will be necessary to build our own full-fledged Vault, and its inhabitants may just need mechanisms, conveyors and even the same fireworks to celebrate the relocation to a new residence. If this does not happen, then this will be a missed opportunity, since after Vault-Tec we are waiting for only one more portion of plot content in the form of Nuka-World, after which the developers, apparently, will be busy with something completely different. However, do not run ahead of time.

Contraptions Workshop for Fallout 4 today is suitable only for very creative fans of building gaming settlements who can come up with and implement some bold ideas using advanced tools and not be afraid to spend many hours real-time creating something unique. All the rest, perhaps, should just wait for the Vault-Tec DLC until July and see if all these production lines open in the underground shelter we are creating. Well, fans of the plot and adventures have no choice but to continue to wait for Fallout 4 Nuka-World, which will allow us to lead our own gang of Raiders and establish our order in the surrounding territories. In August, we will deal with this closely.

When the fourth official expansion pack for Fallout 4 Contraptions Workshop came out, most gamers were unhappy because the machines, pipelines, and logic elements added to the DLC seemed unnecessary even to those who paid special attention.

A lot of time has passed, however, the opinion of the fans of Fallout 4 has changed little, and only a few of them have found benefit in the objects Contraptions Workshop. However, some of them can be beneficial if used wisely.

Feeder (aka vacuum hopper)

Pulls items from any container and transfers them to the conveyor belt, to the storage conveyor or simply throws it to the ground. Able to pull any items, including food and weapons, from the workshop.

Why is this needed?

  1. Firstly, the feeder allows you to automatically pull items from the workshop to which you have lost access, making the settlement a vassal of the raider outpost. Not many players are aware, but such settlements do not transfer everything in the workshop to outposts, so they can accumulate a lot of wholesome food and junk. But if you put a feeder and a conveyor-storage in front of the workshop, it will be possible from time to time to run into the oiled settlements and pick up food and trash from there, including useful fertilizers, if there are brahmins.
  2. Secondly, the amount of trash stored in the workshop is limited: after some point, the garbage collectors simply stop collecting it. If you put a feeder and a storage near the workshop, the workshop will be empty and food, trash and water will accumulate in large quantities. The only negative is that for the construction of new facilities you will have to turn off the feeder and manually move the trash to the workshop.
  3. Thirdly, the feeder allows you to automatically send objects to machines and produce many useful items - ammunition, weapons or armor completely automatically.
  4. Fourth, the feeder pulls items not only from the workshop of the settlement in which it is installed, but also from all of the locations connected to it using caravans. If this property, on the contrary, seems uncomfortable to you, the connections between the settlements can simply be removed by reassigning the caravan workers to another job.
  5. Fifth, attacks on settlements can lead not only to the destruction of some objects, but also to the loss of trash and food from the Workshop. Items from the storage conveyor cannot be stolen.

Machine Tools Contraptions Workshop

Although, starting around the middle of Fallout 4, the player is simply littered with ammunition, weapons and caps, the machines can also serve him well. Machines are especially relevant at the beginning of the game, when a lot of cartridges are required to kill even the simplest opponents and they are constantly running out, and good weapons have not yet been found.

Machine (in the original Builder)

The machine, called the localizers, is simply the “Machine”. It produces, basically, absolutely unnecessary items, with the exception of one - the Walt-Tech lunchbox, which is necessary for the manufacture of lid-mines. Lunch boxes can be found in many places in the Commonwealth, but they are clearly not enough for mass production of lid-mines.

The machine allows you to produce many lunch boxes, which will require only 3 units of steel.

Ammunition production machine

At the early stage of the game, it can do a good job of the player, as it allows the production of cartridges from very affordable components: for example, to make a .45 caliber, you only need steel and fertilizers, which accumulate in abundance in the workshop.

At a later stage of the game, the machine will be useful for the production of 2-mm electromagnetic cartridges - quite expensive and rare ammunition for Gauss carbine (you will need oil, copper, lead and fertilizer).

Weapon forge, forge of heavy weapons, forge of energy weapons

These machines can also be useful in the early stages of the game when Gauss’s Carabiner, Fat Man, or Gatling Laser have not yet been found.

In addition, machine tools can help provide good weapons to all settlers by replacing their smoothbore pistols. For example, you can make laser pistols and plasma carbines in the smith of an energy weapon and equip all the settlers with them, which will allow you to get a lot of nuclear material (for making plasma guarantors and mines) from corpses killed by enemies who attacked the location.

If you have the components, you can equip Gauss carbines with at least all the settlers in a row: the settlers do not spend ammunition.

To gain access to all types of weapons, you will need to upgrade the skills of Science and Fanatic weapons.

Armor Forge

Allows you to produce various types of armor, including heavy combat. It is unlikely to be useful to the player, since usually the armor can simply be collected from the killed raiders, in addition, it is much more profitable to wear armor with the legendary enchs that give various bonuses. However, if you want to strengthen the settlers, then you can massively dress them in heavy combat armor.

This makes no sense to the Raiders, since they are usually dressed in their armor, no worse than the one found in the Commonwealth, however, for ordinary "rogues" it is quite suitable.

Food processor

It is useful for players who often explore the Commonwealth far from their settlements and cannot afford to eat fried meat, since it all goes into creation, and therefore they are forced to carry many different foods with me. In this case, the food processor will make it possible to make many pasta with Blamco cheese, weighing only 0.1 units of weight (you need carrots, shaving, purified water and plastic) and restore 20 xp.

Other types of food that can be cooked on the food processor, either weigh much more (0.5 weight), or restore less OZ.

Explosive machine

But this machine can rightly be called useless, since it only copies the capabilities of the Chemical Laboratory, where it is also possible to produce grenades and mines. However, if experience is given for their manufacture in the Chemical Laboratory, it is impossible to get an exp for production on a machine.

Sewing machine

Another unnecessary machine is useful if you want to dress all your settlers in beautiful dresses and suits.

Say what you like, but it's nice when game studios regularly maintain content on their projects, even after a considerable time after their release. In case of Fallout 4  and Bethesda such "support" sometimes causes very conflicting feelings. Sometimes there are really good DLCs with new storylines ( ), and even with new vast locations (), but there is also a frank hack (), which only slightly expands the functionality of the construction mode. Another DLC - ContraptionsWorkshop  - just from the last.

I warn you right away: those who are settling settlements in Fallout 4  does not give any pleasure, the new addition will seem unnecessary and useless. It is designed only for that part of the players who can spend hours building new buildings, decorating them with interior items, conducting electricity, etc. ContraptionsWorkshop  does not add a single quest to the game, or even a tiny assignment. Personally, I do not understand this way of filing. You buy a new DLC, go into the game and ... try to find what has changed. It is not right.

Well, for example, if the ability to launch fireworks was added to the game, why is it impossible to screw a small quest under this business? Like, visit such a factory and “borrow” the necessary recipes and ingredients for creating fireworks - for such an assignment, even new dialogs do not need to be recorded. But no, here is a new set of available items for you - experiment. And for this, by the way, they ask for 5 dollars.

But this is just my opinion, I can argue that there are people who care about not the presentation, but the functionality itself. And in this regard ContraptionsWorkshop  noticeably doing WastelandWorkshop, which was only suitable for arranging arenas and conducting fights without rules on them, is a very controversial entertainment, as for me. The new DLC will appeal to those who love electrical appliances, games with switches and all kinds of experiments related to this. You can build a huge spiral path, launch a ball on it, and when it rolls to the very bottom and touches the desired switch, then, for example, prepared fireworks will fly into the sky. For the convenience of building at high altitude, high scaffolding and even elevators were added, and it is now possible to conduct electricity from the generator to the right place through special pipes - now in a house with a large number of various electrical appliances, you can finally make normal wiring and the wires will no longer be wrapped the premises are like cobwebs.

You can create both complex and rather primitive mechanisms. For example, to connect a basketball hoop and a cannon firing rubbish into one chain - when a ball hits the ring, a switch is triggered and the gun shoots objects placed in it. You can improve the design by placing a shameful pillar on the trajectory of the shot, another innovation designed to punish offenders or simply non-dispossessed settlers. Was Preston Garvey bored with his nagging that another settlement needed help? To his shameful pillar! We throw the ball into the basket and the gun shoots Preston in the face (or in the ass, this is how you place it) with a teddy bear. All to the glory of the fan.

There is no need to buy some items. ContraptionsWorkshop  Adds machines to the game for the manufacture of various trash, weapons, armor, and more. We simply load the necessary ingredients into the machine connected to the network, and it begins to stamp the indicated items until the resources run out. Conveyor belts can also be connected to the machines, which will deliver the manufactured goods to the right place. Now, nothing will stop you from starting mass production of everything and everything, but ... why is this all? Who needs, for example, a hundred pins for bowling? Or dozens of standard pistols?

At first, it seemed to me a sensible prospect of making cartridges for my favorite rifle, but as it turned out, this is a little, excuse me, hemorrhoids. If there are no necessary ingredients, then they must be purchased from merchants, then manually loaded into the machine, and then still humbly wait until he gives out the entire batch. It doesn’t succeed in cheating: the machine only works when you are not far from it. When you sleep or wait on a bench nearby, then, again, he produces nothing. It is much easier to buy these unfortunate cartridges from merchants.

Lovers of collecting and decorating, too, fell through. Beautiful showcases, shelves and racks appeared where you can place or hang weapons. And suits or armor items can now be worn on special mannequins. It seems a trifle, but nice. In my chest the suit of the Mechanist was just gathering dust, which I feel sorry to sell, but I don’t want to wear it, because by its characteristics it is not an ice. I put it on a mannequin, set several racks for weapons nearby, laid out my old cannons, which are dear to me, but I no longer use them ... Lepota. Among the elements of embellishment, I also want to highlight very cool backlit posters - a worthy replacement for ordinary paintings, although I have to mess around with the wiring a bit.

Contraptions Workshop  - another DLC to Fallout 4  from the category of "not for everyone." But those who like to spend hours tinkering with the arrangement of their own settlements will definitely enjoy such a set for conducting experiments with electricity. In addition, new items for decorating and shelving have appeared, with which you can organize a good museum of weapons and armor. In general, the supplement is clearly better than Wasteland workshopbut still not worth the money.

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