The next PTS is now live and available on PC (Steam). A completely redesigned CAMP building menu is being tested, as well as the ability to lock items. The combat balancing changes from the PTS preview article are also now available.
PTS Update – 7/25
Combat
Miscellaneous Combat Changes
- Fixed an issue where the Gamma Gun Deep Dish mod projectile didn't deal Radiation damage.
- Addressed some inconsistencies with how Pipe Syringer mods changed the weapon's range.
- Increased the speed of the Plasma Caster projectile by 30%.
- Increased the speed of the Alien Disintegrator High-Powered Receiver projectile by 100%.
- Re-implemented fix for Crossbow Prime Receiver range.
- Fixed a missing damage increase for the Flamer (32 -> 42).
- Fixed an issue with Laser Splitter mods where they increased damage more than intended.
Hellstorm Missile Launcher Damage Increase
- Standard Payload: 206 Impact, 206 Explosion -> 379 Impact, 379 Explosion
- Cryo Payload: 206 Impact, 107 Cryo Explosion -> 379 Impact, 194 Cryo Explosion
- Napalm Payload: 206 Impact, 107 Fire Explosion, 25 Fire Damage per second for 7 seconds -> 379 Impact, 194 Fire Explosion, 25 Fire Damage per second for 7 seconds
- Plasma Payload: 206 Impact, 178 Energy Explosion -> 379 Impact, 330 Energy Explosion
Weapon Mod Range Updates
All weapons have increased base range (see below). The end result of this change is that there's slightly less contrast between Stub, Short, Medium, Long, and Sniper barrels. In particular, this helps Short and especially Stub barrels more easily compete with Long barrels. Not all range/barrel mods follow the Stub/Short/Medium/Long/Sniper naming convention, but most mods which adjust weapons' range will be adjusted similarly.
- Medium Barrel Range: +35% -> +25%
- Long Barrel Range: +75% -> +50%
- Sniper Barrel Range: +110% -> +75%
Increased the Base Range of the Following Weapons
This includes unique/named/legendary variants of these weapons, which will have the same range increase as their base weapons.
- 44 Revolver: 106 -> 139
- .50 Cal Machine Gun: 144 -> 182
- 10mm Submachine Gun: 95 -> 120
- 10mm: 99 -> 119
- Alien Blaster: 99 -> 143
- Alien Disintegrator: 148 -> 214
- Assault Rifle: 148 -> 178
- Auto Grenade Launcher: 182 -> 219
- Black Powder Blunderbuss: 99 -> 148
- Black Powder Pistol: 99 -> 148
- Black Powder Rifle: 161 -> 241
- Bow: 154 -> 259
- Broadsider: 172 -> 206
- Circuit Breaker: 94 -> 123
- Cold Shoulder: 56 -> 67
- Combat Rifle: 165 -> 198
- Combat Shotgun: 79 -> 95
- Compound Bow: 172 -> 288
- Cremator: 150 -> 180
- Crossbow: 146 -> 245
- Crusader Pistol: 110 -> 139
- Cryolator: 51 -> 62
- Double-Barrel Shotgun: 56 -> 67
- Enclave Plasma: 94 -> 160
- Fat Man: 172 -> 257
- Flamer: 51 -> 62
- Flare Gun: 214 -> 296
- Gamma Gun: 88 -> 137
- Gatling Gun: 191 -> 252
- Gatling Laser: 132 -> 198
- Gatling Plasma: 118 -> 169
- Gauss Minigun: 175 -> 252
- Gauss Pistol: 132 -> 174
- Gauss Rifle: 214 -> 257
- Gauss Shotgun: 94 -> 112
- Handmade Rifle: 124 -> 148
- Harpoon Gun: 172 -> 237
- Hellstorm Missile Launcher: 193 -> 266
- Hunting Rifle: 204 -> 245
- Laser: 110 -> 145
- Lever Action Rifle: 182 -> 219
- Light Machine Gun: 185 -> 224
- M79 Grenade Launcher: 161 -> 193
- Minigun: 175 -> 241
- Missile Launcher: 204 -> 245
- Paddle Ball: 22 -> 26
- Pepper Shaker: 88 -> 127
- Pipe Bolt-Action: 145 -> 183
- Pipe Revolver: 99 -> 131
- Pipe: 83 -> 105
- Plasma Caster: 132 -> 206
- Plasma: 88 -> 151
- Pump Action Shotgun: 89 -> 107
- Radium: 132 -> 158
- Railway: 116 -> 159
- Salvaged Assaultron Head: 125 -> 218
- Single Action Revolver: 99 -> 154
- Submachine Gun: 152 -> 183
- Syringer: 161 -> 261
- Tesla Cannon: 182 -> 252
- Tesla: 124 -> 186
- The Dragon: 139 -> 209
- The Fixer: 165 -> 198
- Ultracite Gatling Laser: 132 -> 198
- Ultracite Laser: 110 -> 152
- V63 Laser Carbine: 136 -> 196
- Western Revolver: 132 -> 151
Item Lock Toggles
Two new toggles have been added to the Item Locking feature:
- Players can now choose if consumables (Food, Aid, Plans) can be used when locked.
- Players can now choose whether locked items can be moved between their stash and inventory.
Known Issue: Players may run into issues with the toggle that allows consumables to be used when locked. Next week's PTS update will address those issues.
Mischief Night
Mischief Night is back and will be running at the top hour during the PTS. Located at Rapidan Camp, we hope you enjoy this refreshed take on the fun and chaotic event.
Known Issue: Melee enemies around Appalachia may appear a little lost when attempting to path towards players. During Mischief Night this will be more apparent as The Lost will now look lost when trying to hit you.
Ping and Emote Mapping Swap
Thanks to community feedback we've decided to flip the Press (currently set to Ping in the live game) and Press and Hold (currently set to bring up the Emote wheel in the live game) command for Ping and Emote.
With this update, when playing with a controller, Ping can be activated by Pressing and Holding the Down D-Pad button. Emote is now set to Press on the Down D-Pad button.
Perks
- Knee-Capper
- Removed Blunt requirement. Reduced bonus damage from 100% to 50%.
- Heavy Hitter
- Removed Blunt requirement. Reduced bonus damage from 50% to 25%. Reduced cost to 2 perk points.
- Meat Mincer
- Changed effect to “Reduce incoming stagger by 25%.”
- Bullet Storm
- Fixed ranks 2 and 3 not providing a bonus.
- Updated description and added a help menu entry.
- Fixed the ammo counter not increasing for weapons such as Cremator.
- Now increments the ammo counter for additional projectiles fired.
- Increased the amount needed per stack from 25 to 30.
- Tightly Wound
- Removed placeholder text and added the spin up faster effect.
- Tank Killer
- Reduced to two ranks. Removed the stagger effect and now works with all ranged weapons.
- Stabilized
- Changed effect to “Big guns gain 30% accuracy. Double in Power Armor.”
- Homebody
- Added the HP and limb regen while in camps back.
- Psychopath
- Reduced to a 2 point single rank card.
- Bloody Mess
- Grim Reapers Sprint
- Now a single rank that scales with luck. The effect now always restores AP on kill in VATS. The amount restored is based on your Luck and Max AP.
- Lockpick and Hacking perks have had the Expert and Master prefix moved to be a suffix so that they sort next to each other alphabetically.
Weapons
- Fixed display issue for explosive weapons that shot multiple projectiles.
Workbench
- Ammo crafting categories are now sorted together.
Workshop
General Fixes
- Fixed a bug that allowed scrapping when no item was selected.
- Resolved inconsistencies when selecting blueprints in the workshop.
- Fixed a bug where switching categories using LB/RB didn’t reset the selector to History or Dwellers as expected.
- Removed background elements from Blueprint Workshop icons to match the visual style of other workshop icons.
- Flyout text now updates correctly when toggling between “Vertical Movement” and “Object Rotation” for clearer control feedback.
- Fixed issues to now display Red Text for Insufficient Power.
- Removed Free Cam toggle and fixed the Exit Hold button behavior while the Blueprint Save Widget is open.
- Disabled subcategory entry when filters result in an empty subcategory.
Workshop Organization Updates
- Moved Porch Railing to the Porch sub-menu (now only snaps to porches).
- Moved Poisoned Earth Well to the Producers category.
- Grouped the Thrasher with other mounted heads for better organization.
Controller / Keyboard & Mouse Update
- In Modify Mode
- LT (controller) / F (keyboard) now always jumps to Edit.
- RT (controller) / G (keyboard) jumps to the next enabled submode.
- In Build Mode
- LT / F jumps to the first subcategory (even if grayed out).
- RT / G jumps to the next enabled subcategory.
Swapped controller bindings for Switch Mode and More Options
-
Xbox Controller
- Press LS to switch between Build/Modify mode.
- Press Menu to open/close the Options widget.
-
PlayStation Controller
- Press LS to switch between Build/Modify mode.
- Press Touchpad to open/close the Options widget.
Faster Scrolling
- Holding bumpers (controller) or Z/C (keyboard) now scrolls through lists faster.
Filters
- Filters are now resetting when players move outside the building area.
First-Time User Help
- Added a tutorial message box to guide new players through their first experience.
Replace Feature
- We’ve added the new Replace functionality to the game, but it’s still a work in progress. You may notice some bugs or incomplete behavior. The team is actively working on improvements and fixes.
PTS Update – 7/18
Combat
Miscellaneous Combat Balance Changes:
- Fixed a few cases of thrown weapons not scaling with player level.
- Pain Train once-again scales its damage with player level.
- Adjusted the Hat Trick perk to deal 70% damage per bounce instead of 80%.
- Adjusted the Concentrated Fire perk to increase VATS hit chance for non-automatic weapons by 4/8/12% per shot (automatic is still 1/2/3%).
- Changed the V63 Laser Carbine's AP cost back to 30 instead of 40.
- Ultracite Ammo has returned to the contextual ammo pool.
Increased the damage of the following weapons:
- .50 Cal Machine Gun: 42 -> 52
- Light Machine Gun: 42 -> 47
- Minigun: 25 -> 29
- Gatling Gun: 103 -> 112
- Gauss Minigun: 53 -> 59
- Flamer: 32 -> 42
- Plasma Caster: 87 Physical, 87 Energy -> 103 Physical, 103 Energy
- Cryolator: 47 -> 52
- V63 Laser Carbine: 47 -> 59
Reduced the damage of the following weapons:
- Ultracite Laser Gun: 87 -> 80
Mod Changes:
- "True" mods now primarily improve crouching and sighted aim for weapons (highest overall precision).
- "Stabilized" mods now increase the ability to use a weapon accurately while moving but benefit less from crouching and ADS.
- "Aligned" mods now increase V.A.T.S. hit chance and reduce AP cost.
- Adjusted some weapon mods to be more consistent in how they change weapon durability.
- Fixed an unintended interaction with Plasma Gun Pulse Capacitors and Flamer Barrels.
- Fixed some inconsistent applications of semi-auto -> auto mod damage adjustments on Plasma Flamer mods.
- Adjusted the Brotherhood Recon Rifle to have slightly higher damage, but higher AP cost, higher recoil, higher weight, and lower durability.
- Fixed an issue where the Crossbow Prime Frame had much longer range than intended.
- Fixed an issue where Ultracite Laser Gun Sniper barrel mods would deal less damage than intended when fully charged.
- Fixed incorrect VFX on the V63 Laser Carbine when using the Explosive legendary mod
Adjustments to Semi-Automatic -> Automatic Weapon Mods:
Note: This is in addition to the existing effects of these mods.
- Ammo Capacity: +30% -> +50%
- Now reduces reload speed by 10%
Adjustments to Large Magazines:
Note: This applies to most mods that increase ammo capacity without providing an additional effect such as quicker reloads or armor penetration.
- Ammo Capacity: +50% -> +100%
- Weapon Draw Time: +25% -> +35% (slower)
- Reload Time: +20% -> +35% (slower)
- Sighted Transition Time: +20% -> +35% (slower)
- Weight: +35% -> +50%
- Durability: -7.5% -> -10%
Value has been decreased to +25% on the other ammo capacity mods (the Large Magazine mods listed above will remain at +40%)
Adjustments to Hardened Receivers:
Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)
- Bonus Damage: +25% -> +35%
- Recoil: +10% -> +15%
- AP Cost: +10% -> +15%
- Weight: +25% -> +30%
- Durability: -7% -> -12.5%
- Value: +35% -> +40%
Prime Receiver Changes
Note: Prime Receivers still deal an additional +65% damage to Scorched enemies, increase the weapon's range, etc.
- Damage Bonus: +100% -> +35%
- Action Point Cost: +25% -> +15%
- Weight: +50% -> +30%
- Value: +100% -> +50%
Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes:
- Base Damage: Now +40%
- Removed 25% additive damage bonus
- Fire Rate: Now -35%
- Range: Set to 59 -> Reduce by 35%
- Durability: -7.5% -> -15%
- Fire Rate: Now -35%
- Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon's base properties rather than set to specific values regardless of weapon.
Laser Gun and Ultracite Laser Gun Splitter mod changes:
- Base Damage: Now +40%
- Removed +50% additive damage bonus
Laser Gun and Ultracite Laser Gun Sniper mod changes:
- Base Damage: +25% -> +35%
- Fire Rate: Now -40%
- AP Cost: +35% -> +55%
Plasma Gun and Enclave Plasma Gun Sniper mod changes:
- Base Damage: Now +35%
- Removed +100% additive damage bonus
- AP Cost: +35% -> +55%
Increased the range of the following weapons:
- Gauss Minigun: 125 -> 175
Cryolator Changes
- Ammo Capacity: 25 -> 50
- Crystallizing Barrel:
- Range: +75% -> +200%
- Ammo Capacity: Now -50% (resulting in 25 ammo capacity, same as before this update)
- Damage Bonus: Now 35%
Nuka Grenade Changes:
- 751 Damage -> 257 Damage
- Once-again damages enemies through walls.
- Dev Note: We'll be revisiting this once we've had time to look into issues with enemies getting stuck in terrain.
Perks
- Instances of Ammo Spender now appear as Bullet Storm.
- The amount of ammo spent needed to obtain one stack of Bullet Storm has been reduced to 25 ammo spent (from 50 ammo spent).
Workshop
We’ve made a bunch of improvements to make the building smoother and more intuitive:
- Build/Modify Mode: Input changed from X to Q for easier access.
- New Navigation Option: Use Shift + WSAD to move around menus faster.
- Recent Category: Quickly find your latest items with the updated Recent Subcategory.
- Filters: Player can now filter by Buildable, Unlockable, and Known items
Reorganization Based on PTS Feedback:
- Car Gate moved to Fences.
- Laser Tripwire moved to Traps.
- Firebrand Lights added to Fire.
- Beer Keg Dispensers moved from Displays to Producers.
- Communal Firepit added to Player Benefits.
- Quantum Tipsy Tom Counters moved to Vending Machines.
- Stool added to Seating.
- Vault Nightstand repositioned to Surfaces.
- Typewriters, Desk Fans, Vinyl Crates, and Loose Vinyl's added to Clutter.
- Atlantic City Roulette Table and Atlantic City Dice Table added to Entertainment.
- Closed Coffin and Tombstones added to Holiday.
- Fishing Net and Heavy Timber Planks added to Outdoor.
- Animal Pelt and Skin Rugs are now grouped together.
- Vault Boy Statues are now grouped together.
UI & Quality of Life Tweaks:
- Main Categories now collapse for a cleaner UI.
- Social Menu is blocked while in Workshop menus.
- More Options can now be closed with the same button used to open it.
- Quest Markers and Team List are hidden while building.
Voice and Accessibility
The team has also made some changes to Voice Chat, Text-to-Speech, and Speech-to-Text. As you're playing the PTS, give those features a shot and let us know if you experience any issues with them.
PTS Update – 7/11
We hope you all have enjoyed the new Workshop UI, relaxed build rules, and the combat changes introduced in this Public Test Server (PTS) so far. We’ll continue to make more adjustments to the new UI and combat in future updates.
Combat
Miscellaneous
- Floater Flamer and Floater Freezer grenade explosions no-longer damage enemies through walls.
- Fixed an issue where Enclave Plasma Gun mods weren't dropping from Enclave events.
- Fixed an issue which prevented some thrown weapons from scaling with player level.
- Fixed an issue which prevented non-physical damage from being added via weapon mods (including some default mods on weapons such as the Plasma Cutter).
- Note: This fix has the side-effect of significantly reducing damage dealt by Pain Train and some non-explosive thrown weapons - an additional fix will be introduced at a later date.
Adjusted the base damage for the following weapons
- Submachine Gun: 52 -> 64
- 10mm SMG: 72 -> 59
- Floater Gnasher Grenade (Poison DoT): 182 per second -> 140 per second
- Floater Flamer Grenade (Fire DoT): 300 per second -> 257 per second
Adjusted the rate of fire for the following weapons:
- Submachine Gun: +15%
- 10mm SMG: -10%
Adjusted the base range for the following weapons
- Light Machine Gun: 132 -> 185
- Minigun: 130 -> 175
- .50 Cal Machine Gun: 103 -> 144
- Submachine Gun: 109 -> 152
- Gatling Gun: 137 -> 191
Adjusted the reload animations for the following weapons:
The Assault Rifle provided the highest damage-per-shot of the rifles and had the fastest reload speed. Today’s change helps ensure other rifles can compete and fit into their roles better.
- Assault Rifle: Approx. 2.08s -> 3.02s
- Radium Rifle: Approx. 3.57s -> 2.85s
- Handmade: Approx. 3.03s -> 2.43s
- Combat Rifle: Approx. 3.15s -> 2.68s
Ultracite Ammo
We've been listening to your feedback on Ultracite Ammo and Prime Receivers, and have taken a close look at where things stand today—and where we’d like to take them in the future.
To start, results from the PTS have made it clear: this change isn’t quite ready for prime time (pun absolutely intended).
While we’re still excited about the idea of Ultracite Ammo playing a more meaningful role in combat and exploration, we recognize that it needs a broader set of supporting changes to truly feel rewarding.
That said, there’s still a core issue we want to address from the original design: The flat damage increase creates a dominant choice, discouraging players from experimenting with other options.
Here's what we’re planning to do with this ammo type during the PTS:
- Restore Ultracite Ammo to being part of Contextual Ammo.
- Adjust Prime Receiver damage to match other top-tier receivers—no longer exceed them.
- Retain bonus damage to Scorched enemies.
This brings Ultracite Ammo in line with other high-damage options without making them obsolete. While this is definitively a nerf, we feel that now, when so much of the playing field has shifted, is the right time to make this change.
BUT! Looking ahead...We’re committed to making Ultracite Ammo feel like a powerful, rewarding player choice—something that’s earned through exploration and overcoming tough challenges. We want it to feel valuable and impactful, not just a stat boost.
We’re open to your ideas on how to elevate this ammo type further, so tell us what would make it feel more special. Your feedback on the current experiment was extremely valuable, and we really appreciate the time that went into discussing it!
Note: We’re still in the process of making these changes, so they won’t be reflected in the PTS today. We will let you know when they arrive.
Workshop
Improvements
- Stored and Blueprinted categories added and now accessible.
- Workshop: Accept button now correctly displays the “E” binding on the bar.
- Refresh budget bars now trigger correctly when changing subcategories.
- Automatically return to last selected Items Panel when switching from Edit mode.
- Added visual indicator on the item thumbnails to show they have variants available.
- Subcategories are now displayed in the variants header.
Fixes
- Crash fix when placing items via Workshop handling.
- Cannery can now be placed.
- Jump functionality restored after switching back from Modify mode.
- Mort's Edu-Tape #3 now correctly references the generator location.
- Power requirements now display.
- Budget Bar updates immediately after an item is placed.
- We no longer display “Variant: None” for non-buildable objects like wallpaper and lock. Non-buildable objects display the Category name and Item Index.
- The Minimize/Maximize Variants Panel options are properly labeled in the Options Menu.
Content Organization
New Additions: - Spooky Scarecrows added to the Holiday subcategory. - Doors have been reorganized into condensed lists: - Steel Doors - Wooden Doors - Steel and Wood Doors - Curtain Doors Stash Boxes have also been reorganized: - Suitcases - Metal Cabinets
Future Content
To help your C.A.M.P building endeavors with the new Workshop UI and relaxed build rules we unlocked additional workshop items for all PTS players. Unlocking these items also meant that some prototype weapons, armor, and 4-Star Legendary Mods were revealed.
Thank you all for the feedback you’ve provided on these items so far.
As a general reminder, if you see something in the PTS that we don't specifically call out it's safe to assume that the content is not planned for the update that we're currently testing.
For the dwellers who dream of a C.A.M.P. of their own. A space that allows them to unabashedly express their identity. Those who leave their resources unlocked just in case there’s a dry-mouthed wanderer who needs a sip of water. Also, for those who enjoy creating extremely extravagant mazes, museums, and bringing the arts to Appalachia. We see you and we hope that this update allows you to further scratch that creative itch in your mind.
The C.A.M.P. building experience changes with this update. Relaxed Build Rules give you more freedom to build the way you want to build. We have also been testing out a new UI for the Workshop experience to make it easier than ever to find and keep track of the items you want.
How to Participate in the PTS
All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period.
To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”.
Relaxed Build Rules
Relaxed Build Rules are activated for Adventure Mode. Unleash your creativity by letting your C.A.M.P. items float, intersect with each other, or be unsupported!
Let’s go over some of the most common scenarios you’ll experience when building a C.A.M.P. and talk about how these new build rules will affect them.
Snapping Items
Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap.
Over-snapping is possible. Think of having a floor tile with an item attached to it. Two floor tiles can be placed on top of each other with one tile rotating the dresser to a different spot. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.
Placement Mode Toggles
Three placement modes are available to help you place items in your C.A.M.P. Snap Mode (Normal) – Place items the way you’re used to. Collision Mode – Items will not auto-snap but will consider collisions. Free Mode – No snapping and no collisions.
Placement Restrictions
While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.
Foundations
Items that used to require a foundation to be placed no longer have that requirement.
Power Cables
Can now be built even if the cable intersects with another object!
Blueprints
No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it. We expect that laxing the rules on adventure mode servers is going to allow you to create some truly amazing C.A.M.P.s and we need your help pushing things to the limit during this PTS.
Workshop 2.0
Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.
To assist in your C.A.M.P. building endeavors, we’ve unlocked a lot of workshop items to give you more items to build with! These workshop items will NOT persist beyond the PTS. Please Note: The full functionality of Workshop 2.0 will not be available at the start of the PTS begins.
Features coming later in the PTS:
- History Category
- New
- Recent
- Blueprinted
- Stored
- Filter Options
- These are currently grayed out.
New Main and Subcategories
One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.
The categories are:
- Quests
- Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
- C.A.M.P. Pieces
- Foundations
- Porches
- Floors
- Walls
- Roofs
- Stairs
- Doors
- Columns
- Fences
- Shelters
- Defense
- Power
- Generators
- Power Connectors
- Lights
- Candles
- Ceiling Lights
- Fire
- Lamps
- Signs
- Wall Lights
- Resources
- Crafting
- Food
- Water
- Collectors
- Producers
- Utility
- Instruments
- Player Benefits
- Services
- Vending Machines
- Furniture
- Appliances
- Beds
- Seating
- Shelves
- Surfaces
- Electronics
- Decorations
- Balloons
- Clutter
- Crockery
- Entertainment
- Fauna
- Holiday
- Lawn and Garden
- Novelties
- Outdoor
- Rugs
- Signs
- Statues
- Taxidermy
- Toys
- Vehicles
- Wall Décor
- Accents
- Ceiling
- Holiday
- Mounted
- Novelties
- Signs
- Tapestry
- Wall Art
- Wall Letters
- Window
- Storage
- Stash Boxes
- Additional Storage
- Displays
- Structure
- Farm
- Frontier
- Industrial
- Military
- Modern
- Rustic
- Scavenger
- Store
- Dwellers (formerly Allies)
- Allies
- Pet Furniture
- Pets
When looking through those categories you’ll also see the Variants Panel for your items so you can get a look at the piece before placing it. Please let us know how you feel about the categories and their current placement once you’re able to play with this new UI yourself!
Modify Menu
The Modify Menu, your main tool for customizing your C.A.M.P. has also received a facelift, providing direct access to editing features.
- Edit Mode: Use this when you want to:
- Pick up and move items
- Scrap or store things you've already built
- Wallpapers: Want to change the look of your walls? This lets you:
- Add wallpaper to give your C.A.M.P. a fresh style
- Remove wallpaper if you want to go back to basics
- Locks: Keep your stuff safe! Use locks to protect:
- Doors
- Generators
- Resource collectors
- This helps prevent other players from taking your things.
- Blueprints: Love your setup? Save it! Blueprints let you:
- Save your creations
- Place them again later, even if you move your C.A.M.P.
Workshop 2.0 Known Issues
Building & Placement Issues
- Can't Place on Destroyed Objects: Players are unable to place new walls or roofs where a destroyed version of the same object still exists.
- Blueprint Budget Bar Missing: The budget bar for blueprints is not visible, making it hard to track usage.
- Placement Error Message Isn’t Clear: Sometimes, the red error message stays on screen even after the issue is resolved.
- Icons: Some icons are missing in the Variants Panel
- Jumping Bug: Jumping may be temporarily disabled in Build Mode after switching from Modify Mode if your last selected item supports wire attachments (like generators or lights). Toggling modes or exiting the workshop menu will restore normal controls.
- Cannery: The Cannery current cannot be placed.
UI & Menu Bugs
- Minimize/Maximize Labels Reversed: The options to minimize or maximize the Variants Panel do the opposite of what they say.
- Button Bar Doesn’t Update: After trying to place a workbench in a blocked spot, the button bar shows the wrong options. Toggling modes or exiting the workshop menu will restore normal controls.
- Power Requirements Missing: Some powered items don’t show their power needs in the item card.
Combat Balancing Changes
For those of you who have already given it a read and shared your early thoughts, thank you! To go along with the start of the PTS, the team wanted to make further adjustment to LMGs based on the conversations we’ve seen.
We are increasing the base damage of LMGs and introducing a way for you to craft 5.56, .308, or a .45 receiver on the weapon so you can pick the ammo the weapon uses based on your needs.
- LMG Base Damage has been changed from 37 to 42.
- LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
- Crafting a .308 receiver on an LMG will give you more damage at the cost of slowing down the weapons rate of fire.
- Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage. Prime versions of these receivers can be obtained from their standard locations. These changes will not affect your currently owned weapons. If you have a .308 receiver on your LMG it will remain .308 and won’t become a 5.56 receiver when you login.
Known issue: The dynamic naming on these with the different receiver mods has not been set up yet so it will read as LMG or Prime LMG depending on the mods. This will be addressed before this update release.
Caravans
We're restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.
Caravans will now reward all players with the same number of Supplies, regardless of who started the event.
Item Locking
You can now protect your favorite items by locking them. Lock your favorite items to protect them from accidental sale, scrap or trade! We’re excited to bring you this highly requested feature.
Add or remove a lock anywhere you can interact with items including:
- Pip-Boy
- Stash
- Workbench
- Ammo Box
- Player to player trading
- NPC vendors
- Vending machines
- Allies
- Display cases
- Corpses and loot bags
Note: Locking an item will not prevent loss of junk on death.
Inside the Vault – C.A.M.P Building and Combat Public Test Server
For the dwellers who dream of a C.A.M.P. of their own. A space that allows them to unabashedly express their identity. Those who leave their resources unlocked just in case there’s a dry-mouthed wanderer who needs a sip of water. Also, for those who enjoy creating extremely extravagant mazes, museums, and bringing the arts to Appalachia. We see you and we hope that this update allows you to further scratch that creative itch in your mind.
The C.A.M.P. building experience changes with this update. Relaxed Build Rules give you more freedom to build the way you want to build. We have also been testing out a new UI for the Workshop experience to make it easier than ever to find and keep track of the items you want.
How to Participate in the PTS
All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period.
To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”.
Relaxed Build Rules
Relaxed Build Rules are activated for Adventure Mode. Unleash your creativity by letting your C.A.M.P. items float, intersect with each other, or be unsupported!
Let’s go over some of the most common scenarios you’ll experience when building a C.A.M.P. and talk about how these new build rules will affect them.
Snapping Items
Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap.
Over-snapping is possible. Think of having a floor tile with an item attached to it. Two floor tiles can be placed on top of each other with one tile rotating the dresser to a different spot.
Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.
Placement Mode Toggles
Three placement modes are available to help you place items in your C.A.M.P.
Snap Mode (Normal) – Place items the way you’re used to.
Collision Mode – Items will not auto-snap but will consider collisions.
Free Mode – No snapping and no collisions.
Placement Restrictions
While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.
Foundations
Items that used to require a foundation to be placed no longer have that requirement.
Power Cables
Can now be built even if the cable intersects with another object!
Blueprints
No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it.
We expect that laxing the rules on adventure mode servers is going to allow you to create some truly amazing C.A.M.P.s and we need your help pushing things to the limit during this PTS.
Workshop 2.0
Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.
To assist in your C.A.M.P. building endeavors, we’ve unlocked a lot of workshop items to give you more items to build with! These workshop items will NOT persist beyond the PTS.
Please Note: The full functionality of Workshop 2.0 will not be available at the start of the PTS begins.
Features coming later in the PTS:
- History Category
- New
- Recent
- Blueprinted
- Stored
- Filter Options
- These are currently grayed out.
New Main and Subcategories
One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.
The categories are:
- Quests
- Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
- C.A.M.P. Pieces
- Foundations
- Porches
- Floors
- Walls
- Roofs
- Stairs
- Doors
- Columns
- Fences
- Shelters
- Defense
- Turrets
- Traps
- Barricades
- Power
- Generators
- Power Connectors
- Lights
- Candles
- Ceiling Lights
- Fire
- Lamps
- Signs
- Wall Lights
- Resources
- Crafting
- Food
- Water
- Collectors
- Producers
- Utility
- Instruments
- Player Benefits
- Services
- Vending Machines
- Furniture
- Appliances
- Beds
- Seating
- Shelves
- Surfaces
- Electronics
- Decorations
- Balloons
- Clutter
- Crockery
- Entertainment
- Fauna
- Holiday
- Lawn and Garden
- Novelties
- Outdoor
- Rugs
- Signs
- Statues
- Taxidermy
- Toys
- Vehicles
- Wall Décor
- Accents
- Ceiling
- Holiday
- Mounted
- Novelties
- Signs
- Tapestry
- Wall Art
- Wall Letters
- Window
- Storage
- Stash Boxes
- Additional Storage
- Displays
- Structure
- Farm
- Frontier
- Industrial
- Military
- Modern
- Rustic
- Scavenger
- Store
- Dwellers (formerly Allies)
- Allies
- Pet Furniture
- Pets
When looking through those categories you’ll also see the Variants Panel for your items so you can get a look at the piece before placing it. Please let us know how you feel about the categories and their current placement once you’re able to play with this new UI yourself!
The Modify Menu, your main tool for customizing your C.A.M.P. has also received a facelift, providing direct access to editing features.
- Edit Mode: Use this when you want to:
- Pick up and move items
- Scrap or store things you've already built
- Wallpapers: Want to change the look of your walls? This lets you:
- Add wallpaper to give your C.A.M.P. a fresh style
- Remove wallpaper if you want to go back to basics
- Locks: Keep your stuff safe! Use locks to protect:
- Doors
- Generators
- Resource collectors
- This helps prevent other players from taking your things.
- Blueprints: Love your setup? Save it! Blueprints let you:
- Save your creations
- Place them again later, even if you move your C.A.M.P.
Workshop 2.0 Known Issues
Building & Placement Issues
- Can't Place on Destroyed Objects: Players are unable to place new walls or roofs where a destroyed version of the same object still exists.
- Blueprint Budget Bar Missing: The budget bar for blueprints is not visible, making it hard to track usage.
- Placement Error Message Isn’t Clear: Sometimes, the red error message stays on screen even after the issue is resolved.
- Icons: Some icons are missing in the Variants Panel
- Jumping Bug: Jumping may be temporarily disabled in Build Mode after switching from Modify Mode if your last selected item supports wire attachments (like generators or lights). Toggling modes or exiting the workshop menu will restore normal controls.
- Cannery: The Cannery current cannot be placed.
UI & Menu Bugs
- Minimize/Maximize Labels Reversed: The options to minimize or maximize the Variants Panel do the opposite of what they say.
- Button Bar Doesn’t Update: After trying to place a workbench in a blocked spot, the button bar shows the wrong options. Toggling modes or exiting the workshop menu will restore normal controls.
- Power Requirements Missing: Some powered items don’t show their power needs in the item card.
Combat Balancing Changes
Last week we gave an early look at the balancing changes arriving in this update. There’s a lot happening in the combat/perk space, so please take some time to read the article!
For those of you who have already given it a read and shared your early thoughts, thank you! To go along with the start of the PTS, the team wanted to make further adjustment to LMGs based on the conversations we’ve seen.
We are increasing the base damage of LMGs and introducing a way for you to craft 5.56, .308, or a .45 receiver on the weapon so you can pick the ammo the weapon uses based on your needs.
- LMG Base Damage has been changed from 37 to 42.
- LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
- Crafting a .308 receiver on an LMG will give you more damage at the cost of slowing down the weapons rate of fire.
- Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage.
Prime versions of these receivers can be obtained from their standard locations.
These changes will not affect your currently owned weapons. If you have a .308 receiver on your LMG it will remain .308 and won’t become a 5.56 receiver when you login.
Known issue: The dynamic naming on these with the different receiver mods has not been set up yet so it will read as LMG or Prime LMG depending on the mods. This will be addressed before this update release.
Please join our discord.gg/BethesdaStudios to share your thoughts!
Caravans
We're restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.
Caravans will now reward all players with the same number of Supplies, regardless of who started the event.
Item Locking
You can now protect your favorite items by locking them. Lock your favorite items to protect them from accidental sale, scrap or trade! We’re excited to bring you this highly requested feature.
Add or remove a lock anywhere you can interact with items including:
- Pip-Boy
- Stash
- Workbench
- Ammo Box
- Player to player trading
- NPC vendors
- Vending machines
- Allies
- Display cases
- Corpses and loot bags
Note: Locking an item will not prevent loss of junk on death.
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