Workshop (Fallout 76)

Workshops are part of the building system

Characteristics
Public workshops function similarly to the C.A.M.P. building system. In order to build at a public workshop, a Claim Workshop event quest must be completed, requiring the player to clear enemies before claiming the workshop. A sum of 20-100+ caps must also be invested depending on how many non-default structures are present in the workshop.

Once the workshop is under the player's ownership, that player can freely fast travel to the area. Additionally, one fast travel mat can be placed, allowing a custom fast travel point. It is not possible to fast travel to a previously discovered workshop if it is not currently claimed by the player. There is no limit to the number of workshops a single player may claim.

Workshop ownership is lost upon leaving the server, but may be transferred to a team member if the player is in a group. Stored objects are saved, and structures have to be stored piece by piece in order to be saved. Built items remain on the server for other players to scrap or build upon, but are cleared when the server is closed for maintenance. Workshops in private worlds are unchanged from the public server.

PvE
Periodically, Defend Workshop events will trigger where the player must defend the location from small waves of enemies. If the event is failed, a retake event is triggered and the area must be cleared of hostiles. The first Defend event usually triggers within a few minutes of claiming the workshop. No reward is given if the player fails to engage enemies during a Defend event. While a defend workshop event is active, any player can fast travel to the workshop via the event marker on the map.

If the player ignores a Defend Workshop event for long enough, the quest will fail and a Retake Workshop event will take its place. The reclaim workshop event will only spawn one wave of enemies, and will not feature an event marker on the map. While the reclaim workshop event is active, the owner will not be able to enter build mode to create new objects.

Enemy spawns for Claim and Defend events are randomized for each workshop location and include the following:

PvP
All workshops are considered to be PvP zones by the game, and a workshop owner within the workshop zone has consented to PvP by being there. Additionally, if any of the owner's teammates are within the zone, they too have consented to PvP.

In order to initiate PvP, players may hold the Workshop Mode button in order to initiate an Attack on Workshop event and attempt to usurp ownership of a workshop from the current owner. This will trigger PvP combat for the both the owner (if present) and the attacker. While both parties are within the zone, the capture bar will not progress. The defender is able to respawn at the workshop as long as the workshop is not progress to neutral. If the attacker spends too much time outside of the zone, the progress bar will revert to 100% and they will have to pay another capture fee in order to resume their attack.

If the player attempts to claim an unowned workshop while another player (who is not on their team) lingers within the zone, the capture bar will not progress. The player needs to attack the other once to properly tag them for PvP, which occurs without normal consent. Once the other player has been removed from the zone, the capture bar will progress. If that other player is in pacifist mode, they cannot be attacked outright, but will not impede the workshop capture bar. This is the only protection granted by Pacifist mode. Any attacking player is considered hostile by turrets.

Resources
Each public workshop comes with a number of site materials for building that can only be used within the claimed workshop. While in build mode, the workshop materials are displayed in green, while the player's resources are displayed in white.

Extractors
Each workshop area has mineral extractors available to build that will produce resources hourly for as long as the workshop is claimed and the player is still on the server. Extractors must be connected to a power generator or any other power source, such as the power boxes from power plants and their substations.

Unique workshops

 * Poseidon Energy Plant WV-06: In addition to using normal power generators, power can also be harnessed by completing the Powering Up Poseidon event quest.
 * Sunshine Meadows industrial farm: The only workshop that produces packaged foods. The generator inside provides 100 power if the Poseidon power plant has been repaired.
 * Converted munitions factory: The only workshop that produces ammunition. The generator inside provides 100 power if the Monongah Power Plant has been repaired through the Powering Up Monongah quest.
 * Mount Blair: Site requires four ignition cores rather than an excavator for mining random assortments of ore as part of the Earth Mover event.

Behind the scenes

 * Prior to patch 1.1.0.8, unlocking default containers or doors (not manually built and locked by a player) at a workshop owned by another player would incur a bounty.
 * As of the Wastelanders update, the workshop, and thus the mineral deposits, at Spruce Knob are no longer available due to being buried behind the defensive bulwarks of Foundation.
 * Workshops at New River Gorge Bridge, Sutton, and the Whitespring Resort were cut before launch.

Bugs
Unlocking the safe on the upper floor of Billings homestead while it is owned by another player will incur a bounty. Unlike picking a lock at a C.A.M.P., there is no warning.