Cage (Wasteland Workshop)

Cages are a category of world object that were added to Fallout 4 by the Wasteland Workshop add-on.

Characteristics
Cages are divided into three sub-categories:


 * Small cages
 * Cat cage
 * Dog cage
 * Mole rat cage
 * Mutant hound cage
 * Medium cages
 * Feral ghoul cage
 * Gunner cage
 * Insect cage
 * Raider cage
 * Super mutant cage
 * Large Cages
 * Brahmin cage
 * Deathclaw cage
 * Mirelurk cage
 * Radscorpion cage
 * Radstag Cage
 * Yao guai cage

No matter which kind of game a cage is meant to capture, they all work the same way. Once a cage has been built, it must be supplied with power (does not count against the settlement supply, similar to indoor lighting), then left alone for some time. Sleeping in a bed or leaving the settlement will eventually result in the cage's door closing and occasional noises sounding from within. Shutting off the power will then open the cage and release the game trapped within.

It is not necessary to build a cage in an easy-to-access location for it to work properly. Even if the cage is completely sealed off by walls it will still capture its designated game after one to two in-game days.

Once a cage has successfully done its work and the game has been released, the cage itself is considered broken and must be repaired before it can be reactivated to capture another creature. A single cage can therefore be used to trap an infinite number of targets.

While the type of creature a cage will capture is fixed, said creature's level and subtype is not. As an example, a Deathclaw cage can release anything from a basic Deathclaw all the way up to a mythic one, depending on player level.

A small minority of creatures, namely cats and brahmin, are docile by default. The others, however, will immediately turn hostile upon their release unless a beta wave emitter has been built and activated within the settlement borders before.

Hosting any type of captured creature or enemy in a settlement will invariably lead to attacks on said outpost by other members of that species or faction, even if they don't normally attack settlements. This can result in locations like Spectacle Island being assaulted by entire packs of leveled Deathclaws or swarms of Mirelurks showing up at Hangman's Alley.

With a Beta wave emitter installed and running, all captured hostile animals and creatures will refrain from attacking the Sole Survivor, their companions, and any resident settlers but will still attack tamed creatures from other species than their own. Any survivors will then prowl the area and defend it against outside aggressors, adding a race-specific value to the settlement's defense rating without taking up a settler slot. Keep in mind that this gets somewhat counterbalanced by the markedly increased threat of attacks due to the captured creatures themselves though, as mentioned above.