Cage (Wasteland Workshop)

Cages are constructible items 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
 * Gorilla cage
 * Gunner cage
 * Insect cage (captures either a bloatfly, bloodbug, radroach or stingwing)
 * Raider cage
 * Super mutant cage
 * Large cages
 * Brahmin cage
 * Deathclaw cage
 * Mirelurk cage
 * Radscorpion cage
 * Radstag cage
 * Yao guai cage

All cages work the same way. Upon being built, the cage 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 coming from inside. Shutting off the power or hitting the cage door with a melee attack 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.

After the captured 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, provided the player has sufficient resources to repeatedly reset the trap.

While the type of creature a cage will capture is fixed, said creature's level and sub-type 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, gorillas, 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 beforehand. Gunners, super mutants, and raiders are not affected by the emitter, and will always be hostile upon release.

While caged, any type of captured non-domestic 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 do not normally attack settlements, as well as heavily increase the chances of an attack on said settlement. This can result in locations such as 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 and any settler assigned as an arena contestant. 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, as mentioned above.

Bugs

 * Occasionally cages will stop functioning properly and fail to trap anything, typically after a settlement attack or a long in-game period has gone without checking it.
 * The only known fix is to remove the cage and replace it, while also hooking it up to an entirely new power source.
 * Captured mirelurk hunters or kings have a tendency to disappear from settlements after some time and are replaced by the more common, crab variants of mirelurks.