Patch notes/Horizon/1.7.5

Crafting - When you craft 1000 Engineer Power Cells it should now give you 1000 instead of 500

Items/Loot - The Scrap Kits should no longer bug out if you throw them on the ground - Many prototype devices and robot parts now have some Energy Cells - Additional sources of augments have been added - Rare clothing now has a low chance to spawn inside dressers - The preview book when you pick up a Blacksmith Guide should face the right way

Misc - Auto-Hackers will now display the correct messages - Empty Gwinnett Stout Bottles and Cigars used by the Kellogg quest are now flagged as quest items and won't be picked up by Cargo Bot 1-X - Fixed the 7.62 text in the ammo swap for the LMG - The red and black jean/jacket clothes now have the proper Horizon texturing again - The leather coat (piper's type) now has a new mesh replacement to fix the male version, so the textures actually work properly - Watcher's Bandage is now unequippable by the player (it can be equipped on Strong)

Weapons - The receivers on the Custom Rifle now have the proper damage multipliers

Skills - Scrapping weapons should now properly add your crafting skill gains to the total* - You can now gain up to +30 Salvaging Skill from scrapping weapons - The documentation menu for Salvaging Skill now shows that you can gain skill from scrapping weapons
 * NOTE: All the skill gains from scrapping weapons previously were tracked, so you will get credit for them now

NPCs - Instead of being a random type, Dead Eye is now always a nightkin, and is also legendary and drops additional loot - Some named npcs now drop specific types of augments - Raider Psychos will always have more appropriate headgear now - Raider Scavvers and Survivalists will have bandanas more often now so they look more like criminal bandits - Raiders no longer spawn with the leather coat (piper's type)

Workshop Testing - The error messages when it says it "can't find a workshop for this resource" should now have numbers to help debug any problems - Note that these messages most likely only occur because of the new construction depots (testing help is still needed for these)

Recruitment Station - (NEW) Recruitment Station (Console): An indoor style alternative to the larger recruitment station - The new recruitment station has a snap point where you can dock a small power source (seen below)* - (NEW) You can adjust the limit to how many settlers you wish to allow recruited per settlement (located on the beacon's menu) - The recruitment limits are: Standard (normal limit), 15, 20, 25, 10 - The menu will now show 0% chance when you have reached your limit or the station is powered off
 * NOTE: You must still attach the wire from the battery to power the station

Settlements - (NEW) Wall-mounted Power Generator: Gives 5 power, must be attached to a wall - (NEW) Battery: A car battery that gives 1 power, can be snapped to the side of the recruitment station - (NEW) Electron Battery: A small battery that gives 1 power, can be snapped to the side of the recruitment station - (NEW) Fission Battery #1: A small battery that gives 2 power, can be snapped to the side of the recruitment station - (NEW) Fission Battery #2: A small battery that gives 2 power, can only be placed on the ground - Architect windmills can now be placed in water - The description for Atmospheric Condensers should no longer say it requires dirt - Some water and power devices can no longer be damaged in combat (however, some workshop events can still cause them to take damage) - The Construction Depot now requires the proper materials to build it - The settler assigned as the Sheriff should be permanently assigned now (unlike generic jobs, which can potentially switch)

Resource Station - The Master Workbench now displays the name of the master workbench right on the menu (let me know if this doesn't work for you)

Outfitter - The auto-outfits from assignments should ignore companions now

The following objects can no longer be placed in interior settlements: - All windmills and solar panels - All large guard posts and guard towers - Architect buildings and foundations - Construction Yards and Water Towers

Enhanced Settlements - Sunshine Tidings: The AC ducts are now scrappable - Sunshine Tidings: Undoes what the UFO4P does to prevent you from scrapping the terminal - Sunshine Tidings: Added a Sunshine Tidings sign to the shed, since it's considered a permanent structure - Covenant: Undoes what the UFO4P does to prevent you from scrapping the terminal - County Crossing: The tractor tiller is now scrappable - Starlight Drive-In: Removed the emergency light beam in the back, and removed some sound markers in that building - The workbenches that are moved to a new location, will only move once - If you ever need to make the workbench move again to the same new location, there's a global variable to force it to move on every load

Home Plate Enhanced - (NEW) Access Panel: Call Unassigned Settlers - This button by the main door allows you to summon all unassigned settlers* - Settlers that are summoned are automatically teleported to the front area, in order to bypass any problems with moving settlers to Home Plate from other settlements