CAMP

Overview
C.A.M.P.s are portable player homes which can be deployed nearly anywhere in Appalachia. Once placed, the player will have a personal workshop area at which they may build and decorate with workshop objects. Beware - once objects are placed, enemies will periodically assault one's home base. Should an object become destroyed, it may be repaired at resource cost by hovering over it, although it will be visible in yellow while in workshop mode. Additionally, all repairs can be completed automatically by selecting the "Repair All" interaction option at the C.A.M.P. module, but only if they have the scrap necessary to meet the requirements for the full repair.

Placement
C.A.M.P.s may be placed or moved by opening the inventory menu and pressing the indicated C.A.M.P. button. If the C.A.M.P. placement is invalid, the device will be outlined in red. Otherwise, the C.A.M.P. will be outlined in green, indicating valid placement. C.A.M.P.s may not be placed in interior areas or near marked locations. C.A.M.P.s are also restricted from being placed at certain zones utilized by quests. For example, the immediate area around Vault 76 and the Whitespring Golf Club are restricted areas. C.A.M.P.s are not allowed to be placed in close proximity to another player's, or any Survival tent. Once placed and activated, it may be moved to a different location by redeploying and paying between 5-50, depending on how far away the player is from their C.A.M.P. and how recently they last moved it.

In some cases, another player's C.A.M.P. or Survival tent may have been placed in the same location as the player's C.A.M.P. or Survival tent. Upon joining that server, they will have the option of searching for a new server or continue with their C.A.M.P. not being placed. Should that spot become free later on when the player already in the vicinity logs off, the C.A.M.P. may be reactivated via the map menu. Alternatively, the player will have the option of placing down their C.A.M.P. for free elsewhere.

C.A.M.P. slots
Multiple C.A.M.Ps per character (2 default): Manage C.A.M.Ps from the map menu (d-pad left or hovering over): Additional user interface improvements and notes:
 * Activated C.A.M.Ps are yellow, and are loaded into the overworld
 * Deactivated C.A.M.Ps are grey, and are hidden from the overworld
 * Up to 8 additional slots may be purchased from the Atomic Shop for each (10 total slots)
 * Change Icon: choose from a selection of 95 map markers to customize your C.A.M.P.
 * Rename C.A.M.P.: enter a custom name for your creation
 * Public Map Icon: toggles whether the C.A.M.P. is displayed on other players' maps. C.A.M.Ps set to ON will have an animated "beacon" UI element
 * The classic green Vendor icon is shown if a Vendor with listed items is present
 * The red fallout shelter icon is shown if a Shelter is built in the C.A.M.P.
 * C.A.M.Ps owned by teammates are colored yellow, while those owned by all other players are white
 * Build budget bar is shown on the map (when selected)
 * Shelters are shared between C.A.M.Ps
 * Stashbox items assigned to deactivated C.A.M.Ps are tracked, although not shown in UI

Build mode
Basic objects, such as foundations, walls or roofs are already known by the player. However, there is a multitude of available plans, which can be learned in order to expand variety in one's C.A.M.P., as they unlock additional objects for crafting.

It is possible to create blueprints of existing structures in a C.A.M.P., in order to easily place the same building again after moving a C.A.M.P. to a new location. In order to avoid terrain issues at the new location, the blueprint should start with a single foundation on the ground, followed by adding any number of upward staircases. From there, the bulk of the structure at the top of the stairs can float above the terrain, and everything attached to it is stored and retrieved as a single unit. To avoid additional issues, wires generally should not be part of a blueprint.

C.A.M.P. defenses, such as turrets and traps, can be utilized against attacking hostiles. Turrets are most often placed on elevated positions, as they require to have a line of sight to the target. This also keeps them safe from being swarmed and disabled by groups of enemies. Traps are used differently, they are limited in how often they can hit an enemy, and get disabled once their hitpoits reach zero.

Doors, containers, portable toilets, collectron stations, water purifiers, and extractors in C.A.M.P.s and public workshops can be locked to prevent others from accessing them. While in build mode, switching to modify allows for three different levels of locks to be applied, as well as the option to remove the lock. Stashes and scrapboxes cannot be locked, as other characters cannot access contents. Successfully picking a lock in another player's C.A.M.P. or workshop results in becoming wanted, upon which a bounty is placed on the player.

Player vending
Any C.A.M.P. equipped with at least one vending machine will have the green vendor icon underneath the C.A.M.P.'s map marker. Other players can move the cursor over the map marker to see a short overview of item types and amounts that are for sale. The amount of caps the seller receives from any sold item is always 90% of the price the item was sold for. Items that can be sold range from weapons and armor, with or without legendary effects on them, to apparel, consumables, aid or miscellaneous items. Most items can be sold, as long as they are not flagged as quest or untradeable items.

Shelters
Shelters are customizable, instanced interiors tied to the player's C.A.M.P. A basic utility shelter gets unlocked by completing a side quest, with more interiors being available from the Atomic Shop. They allow for a lot of creative freedom, as build rules inside them are less restrictive than in the exterior world. However, certain objects for allies as well as collectrons and resource production objects are unavailable. Shelters are also shared between C.A.M.P. slots.

Workshops
Players can also build many structures and decorations at any workshop which they have claimed. Claiming a Workshop grants access to a bank of resources, which can be used to either build up the workshop or be harvested by using an extractor. Players may also need to defend their workshops, primarily against hostile creatures, but also potentially against other players, who may contest ownership of a workshop at any given time.

Survival tent
Survival tents function as small, mobile bases of operations and require an active Fallout 1st subscription in order to be placed or used. They are placed the same way regular C.A.M.P.s are and have similar restrictions when it comes to placing them near existing locations. Unlike actual C.A.M.P.s, nothing can be built around them, instead they allow for access to the stash box, cooking, sleeping, playing an instrument, and with certain versions, also to a workbench.

Behind the scenes

 * Before patch 1.1.0.8., adding turrets used much more of the C.A.M.P. budget than other features did. In update 1.1.0.8, turrets use much less of the budget. This is offset by limiting the total number of turrets in a C.A.M.P. to 10, regardless of type. The effect is dramatic. A C.A.M.P. with six missile turrets had a maxed budget before the update. The budget is only 25% used after the update with no changes made by the player.
 * The following map icons are unable to be used as C.A.M.P. markers: