Production

Introduction
Most resource production is handled via the Production Manager Menu and can be accessed from any Resource Station or Production Console.

Water is produced based on your total Water rating, but is limited basend on your settlement progression.

Wood/Concrete/Steel can be produced using production stations, and usually require Liquid Fuel to run.

Oil and Power Units production requires Power.


 * All ingredients for services/recipes are now taken directly from your designated Production Storage
 * This means there is no longer any need to manually add things such as maintenance kits and fuel
 * All production is placed into your designated production destination (the default is the "Production Storage")
 * Some services can be manually allocated to produce specific amounts of resources (see: Work Orders below)
 * Services are split up into different categories, which have different options and sub-menus
 * Categories of production are added to Architect
 * All production times are now based on real-time (this bypasses any time-scale or time-passing problems)
 * Standard production takes roughly 90 minutes (real-time)
 * Factory production takes roughly 15 minutes (real-time)
 * Refineries and Arc Furnaces take roughly 30 minutes (real-time)
 * Crop, Fertilizer, and Plant Domestication now run through the production system (making compost from garbage items still requires the existing system)
 * All of these menus operate similar, so it will be very easy and familar to navigate any category once you learn it
 * Third-party player-created addons for Architect will be able to add their own schematics and recipes to some categories (such as factories)

NOTE: 1) It is HIGHLY RECOMMENDED to assign a Master Workbench, as that speeds up everything drastically 2) The production system in Horizon is largely expanded, which allows all kinds of resources to be produced. All except Passive Production must be setup manually. To do so use the Production Manager Menu. Always make sure your have all the Ingredients/Components/Materials as well as the appropiate Work Stations/Buildings. Never forget your Production Storage is by default accessed using any Resource Station. You can change your Production Storage though linking it to any Settlement you like. 3) It might be overkill for new users BUT this system is far better than the Vanilla System and only the beginning ...

Production Manager Menu


































Production Time/Cycle


NOTE: A Production Cycle is based on real-time. And either 15, 30 or 90 minutes long!

Production Limits



 * The current maximum production yields you can have are based on your overall progress across all settlements.
 * Increasing your current production maximum is usually achieved by having more "Successful Settlements" and "Settlement Communities".
 * The Trailblazer Perk will also higher your Production Limits.

Production:
 * Purified Water
 * Power Units
 * Income (Vendor Credits)
 * Supply Kits
 * Crops

Work Orders

 * "Work Orders" allow you specify ahead of time exactly how many units of something you want produced
 * Example: You can now tell Lumber Yards to work 10 cycles and then stop completely (i.e. stop consuming fuel)
 * The work orders will continue to run as long as the services are active and have the required ingredients
 * Some production categories do NOT require Work Orders and run non-stop (such as "Passive Services")
 * Work orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max)
 * Depending on the category, you can add/remove work orders to each service individually, or all at once
 * If you want something to keep running nonstop, just set it to 999
 * When you swap Schematics, you'll need to set all your work orders again (in the future I'll see about getting around this)
 * Work orders are only consumed when the item is actually produced (so if you fail to have the ingredients that particular cycle, it doesn't consume the work order, and tries again next cycle)

Overflow
Some types of resources give their yield based in fractions of a unit.. so they may require more than 1 day to yield 1 unit
 * Crops, Oil Drilling, and Ore Mining can all have partial yields
 * Based on the settlement, Oil and Ore yields can range anywhere between 0.0 and 1.0
 * The partial remaining yields will be rolled over to the next day
 * Example: If you have a "1.5" carrot yield, you'll get 1 carrot per day, and +1 carrot every 2 days
 * Yields that are VERY low could take days to produce 1 unit (i.e. having 0.12 oil rating in a particular settlement)
 * If a yield requires an upkeep cost (for example: fuel), it will only take the cost when it actually produces at least 1 full unit

Tracked Settlement Resources
Many new resources are now tracked per settlement!
 * All existing job stations, including a Sheriff and Mayor
 * Wellness: Heating, Sewage Treatment, Sanitation, Refrigeration
 * Fish, Wild Plant Nursery (2 types), Brahmin Milk, Meat
 * Factories
 * Mining and Oil extractors
 * Tenants

NOTE: Other statistics coming in future patches (details on many of these topics are explained below)

Default Production Changes

 * Vanilla Brahmin fertilizer production is moved into the new production system, and no longer produces to each local workbench
 * Vanilla scavenging stations are no longer buildable (You should use the new Architect junk yards instead)
 * Existing placed scavenging stations will still function, but their junk output is reduced
 * All Items produced are stored inside the "Resource Station" by default

=Active Services= NOTE: Active Services require Work Orders to be set


 * most services in this category require Components (such as Liquid Fuel)
 * Active Services include:
 * Lumber Yard,
 * Stone Yard,
 * Steel Yard,
 * Junk Yard and
 * Water Purification

NOTE: 1 production cycle for any Active Service will take 90 minutes real-time. The Production is stored in your Production Storage.

Water Production Services
Water Prodcution Services are based on Salt, Seawater and Purified Water.

NOTE: 1 production cycle for Water Production Services will take 90 minutes real-time. The Production is stored in your Production Storage.

Dirty Water
NOTE: "(Dirty) Water Production" is NOT a Service. (Dirty) Water production is needed for purified Water production though.


 * Resources > Water
 * Dirty Water was known as "Water" in Vanilla Fallout 4.
 * For every 10 Dirty Water produced you can technically produce 1 Purified Water Bottle if you can effort the Ingredients and Units.

Seawater


NOTE: The Seawater Extractor is unlocked in your workshop only in Seawater Locations! Make sure the "Enhanced Settlements" Add-on is installed.

Architect > Basic Production > Seawater Extractor NOTE: Seawater is requried to produce Salt products which in turn are required to produce f.ex. Purified Water

Purified Water



 * Architect > Basic Production > Water Purification Unit
 * Purified Water is hard to obtain via Settlement Production in Desolation Mode
 * You will need a Purifier Module and rare Materials to build a Water Purification Unit
 * If you have all the Ingredients you need setup a work order in your Production Manager

Purified Water Production Cascade
NOTE: The Table is showing you all connected Production Work Orders for producing Purified Water automatically. Production is based on Components. If you lack the Components on Step 1-3, Step 4 won't start. Even though you have all the Components doesn't mean that your Production will start as long as you don't start all the connected Work Orders manually in "Actice Services" accessed in the Production Manager Menu. If you have all the Components required for Step 4 but lack the Components for Step 1-3 you may craft Purified Water manually instead?!

NOTE: If you want to go for producing Purified Water (especially in Desolation Mode) is your choice. Exploration of certain Locations, Trading Skill and other Ways (f.ex. following the Main Quest Line) will yield to Purified Water too. In any Way you will need it. Thirst (Survival System) is far more severe than hunger or sleep.

Salvaging Services
Architect > Basic Production > Yard X

Wild Plants Services

 * Arichtect > Farming & Supplies > Wild Plant Garden (Dry/Humid)
 * Both services will yield to Wild Plants
 * You will need Settler Skill: Survival 3 in order to build a Wild Plant Garden though

=Passive Services Menu= NOTE: 1 production cycle for Passive Services will take 90 minutes real-time. The Production is stored in your Production Storage.


 * Passive Services scale based on the amount of corresponding buildings or the buildings rating.
 * Passive Services do NOT require Work Orders and run automatically non-stop.
 * You will need the appropriate Components though.
 * These services simply rely on the objects working properly in your settlement
 * Only some services in this category actually require materials (such as Compost to Fertilizer)
 * Passive services include:
 * Income,
 * Supply Kits,
 * Brahmin Milk,
 * Fertilizer,
 * Compost,
 * Power Surplus Converters,
 * Small Oil Wells,
 * Research
 * Both generic brahmin and milk brahmin will produce compost
 * Fertilizer is produced by processing Compost

NOTE: The more corresponding production buldings you build the higher the production rating and/or yield per cycle.

General

 * income/crops/water/supply kit production is not capped differently in Desolation Mode

Income

 * The daily cap for income generation starts at 400 vendor credit per cycle
 * The daily cap for income generation is increased by +100 per Successful Settlement (up from +50)

=Crops= Crop production is split into three Services in your Production Manager
 * 1) Crop Production (passive)
 * 2) Crop Fertilizing
 * 3) Plant Nursery / Crop Domestication

NOTE: 1 production cycle for Crop Production will take 90 minutes real-time. The Production is stored in your Production Storage.

Crop Production (Passive)



 * This category is passive, and simply shows you your current yield and stability of standard crops
 * This category does not deal with fertilization (see below)
 * Every 20 Rating yield 1 surplus crop. Fertilizer can double you Rating's yield.
 * Partial yield is rolled over to the next cycle.

Crop Fertilizing

 * this category allows you to select which crops you want to add Fertilizer to, to double your crop yield
 * this can be changed at any time by selecting the recipes and assigning work orders
 * you can individually assign the exact amount of work orders you want, per crop type

Plant Nursery



 * REQUIRED: "Settler Skill: Survival Rank 1" or "Survival Skill: 30"
 * manually select which crops you want converted to domestic crops
 * In general: Wild Plant X → Crop Y

=Advanced Production= NOTE: Mining and Factories are considered an OPTIONAL advanced production system, and intended for higher levels


 * if this system seems too complex or too tedious for you to deal with, don't use it then. if producing valuable stuff actually seems TOO easy, please let me know! I want this system to feel balanced and rewarding
 * advanced production systems are designed to be more involved, and require harvesting and using many unique resources
 * these systems are ideally intended for level 20+, since some of them require high Workshop Levels and/or skills
 * some Schematics will only unlock if you have specific perks (skills or Workshop Levels)
 * some Schematic unlocks require having ALL of the required perks, and some unlocks only require ANY of the valid required perks
 * requirements for schematic unlocks are unfortunately not visible in game, due to limitations, but they will be shown in the documentation menu or patch notes
 * this means the schematics don't appear in the list until they are actually unlocked (similar to Turret Platforms)
 * many more factory schematics will be added soon (and more over time)

Mining

 * This category lists all of the possible yields for your current mining extractors
 * The ore yields are individually shown, but are considered 1 single service combined together
 * Work orders can only be added to ALL at the same time, as each extractor automatically generates the yields
 * Yields below 1.0 will carry over to the next production cycle
 * Each individually produced yield requires 1 fuel (that means if you have 1.0 of every type of ore deposit, it would cost 9 fuel per cycle)
 * 1) scan your settlement for "Local Mineral Deposit" (on the bottom of your Production Manager and reveal statistics about possible Ore and Oil yields)
 * 0-1 yield per cycle is possible. Not every Settlement is rich on all Materials and not every Settlement is rich at all.
 * 0.3 - 0.5 is good already, 1.0 is very (!) rare.

NOTE: 1 production cycle for Mining Services will take 30 minutes real-time. The Production is stored in your Production Storage.

Materials - Raw Ore Processing (Small Extractor)

 * this device can be placed in settlements to extract ore
 * Requires Workshop Tech Level 6

Materials - Ore Processing (Arc Furnace)

 * this category allows you to process all raw ore into usable components
 * each type of ore can be processed to yield different materials
 * each type of ore has a different selection of random impurities that can yield rare materials
 * 2 types of common materials are always guaranteed per ore processed
 * 1 random type of rare material is given per ore processed
 * some types of rare materials appear less often than others
 * each ore type can be assigned it's own work orders, so you can specify exactly what you want processed
 * all schematics in this category are locked and cannot be changed
 * each active Arc Furnace can smelt 1 of every type of ore, per cycle
 * each additional Arc Furnace can process +1 ore (of every type) per cycle

Materials - Services (Arc Furnace)

 * an additional menu is available for the Arc Furnance which allows you to craft other materials as well
 * Schematic: Uranium to Nuclear - Converts raw uranium into usable nuclear material (requires Tech Level 7 or Nuclear Physicist 3)

Oil



 * First make a "Local Mineral Deposit" scan of your settlement.
 * This Sevice is on the bottom of your Production Manager and reveal statistics about possible Ore and Oil yields.
 * 0-1 yield per cycle is possible. Not every Settlement is rich on all Materials and not every Settlement is rich at all.
 * 0.3 - 0.5 is good already, 1.0 is very (!) rare.

NOTE: 1 production cycle for Oil Services will take 30 minutes real-time. The Production is stored in your Production Storage.

Schematics (Refinery)

 * this category allows you to process all raw crude oil (and other recipes) into usable components
 * you can select which schematics you want to use in this category
 * each type can be assigned it's own work orders, so you can specific what you want processed
 * each active Refinery can process 1 of every type of schematic selected, per cycle*
 * Schematic: Process Crude Oil - Converts crude oil to fuel, oil, and random byproducts
 * Schematic: Convert Nuclear to Crude Oil - Creates crude oil from nuclear material and other ingredients (Requires: Workshop Tech 6)

NOTE: Crude Oil Yield is random. As of Horizon 1.8.0.BETA-7 Hangmans Alleys is always very rich on Crude Oil yields.

Factories
Factories will save a lot of time playing care taker in the wasteland. These are also the source for producing "unlimited" ammunition. Most factories have high technology levels. You can bypass that by building "leased" buildings (Architect > Leasing > Leased Utility). Leased Utility buildings are available at Workshop Technology 3.

NOTE: 1 production cycle for Factory Services will take 15 minutes real-time. The Production is stored in your Production Storage.

Parts Factory
Allows you to produce various parts and materials.

Generic Parts

 * Schematic: Generic Parts - Gears, Springs, Screws (requires Workshop Technology Level 6)

Weapon Parts

 * Schematic: Weapon Parts - Pistol, Pipe, Rifle, Heavy, Laser, Shotgun (requires high Workshop Technology Levels, and Settler Skill)

Widget

 * Schematic: Widget: This simple object can be used to test the factory production (it uses cheap materials but is worthless)

Textiles Factory


Allows you to produce various textiles and materials
 * Schematic: Ballistic Fiber
 * Schematic: Packing Material (x1): Converts wood/plastic into packing material (this simple recipe can be used to test the factory)

Chemical Factory


NOTE: A Chemical Factory will produce base components for ammunition, pharmaceuticals and nutrition.

Tech Factory


Allows you to produce various devices and tech materials
 * Schematic: Basic Circuitry
 * Schematic: Energy Cells - Requires: Workshop Technology Level 6 and Science Skill 100