CAMP

Overview
C.A.M.P.s are portable player homes which can be deploy 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 your 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, 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 CAMPs per character (2 default): Manage CAMPs from the map menu (d-pad left or hovering over): Additional user interface improvements and notes:
 * Activated CAMPs are yellow, and are loaded into the overworld
 * Deactivated CAMPs 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 CAMP
 * Rename CAMP: enter a custom name for your creation
 * Public Map Icon: toggles whether the CAMP is displayed on other players' maps. CAMPs 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 shown if a Shelter is built in the CAMP
 * CAMPs 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 CAMPs
 * Stashbox items assigned to deactivated CAMPs are tracked, although not shown in UI

Build mode

 * Plans allow for additional objects to be crafted in C.A.M.P.s.
 * Blueprints
 * To avoid issues do not blueprint wires.
 * To avoid terrain issues when moving a C.A.M.P., the structure must begin with a single foundation in the ground, adding any number of upward staircases, and building the bulk of the structure at the top of the stairs so that it floats above the terrain. Everything attached in this manner is stored and retrieved as a single unit. Water purifiers and garden crops still have to be placed separately since they have to be on the ground or in the water.
 * Turrets and traps
 * Turrets used to defend a C.A.M.P. are usually capable of handling low-hitting creatures but are easily disabled by end-game damage.
 * Traps cannot be placed in close proximity to one another.
 * Locks
 * 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 or taking resources. In build mode, switching to modify will allow three levels of locks to be applied, as well as the option to remove the lock.
 * Each will cost a small number of resources, increasing with the lock difficulty and dependent on the level of Picklock card equipped. Removing a lock does not require resources. Stash boxes and scrapboxes cannot be locked, as other characters cannot access contents. Successfully picking a lock in another player's C.A.M.P. results in a wanted status, the consequences of which include a bounty placed on the player, noted by a wanted icon indicating where they are located on the map, and the reward for killing them.

Player vending
Any C.A.M.P. equipped with at least one vending machine will have the green vendor icon underneath the camp symbol. Other players can move the cursor over the camp symbol 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 that are tied to your CAMP
 * One is unlocked via quest, and others are unlocked through the Atomic Shop
 * Some workshop mode restrictions are lifted, such as snapping requirements
 * Blueprints, allies, collectrons and all resource production items are unavailable
 * Shelters are shared between C.A.M.P. slots
 * Displays and Vendors for Shelters were enabled in the Locked & Loaded update

Workshops
Players can also build structures and decorate at any workshop which they have claimed. Claiming a Workshop grants access to a bank of resources to be used in building up the workshop. Workshops also have resources which can be harvested by using a extractor. Players may also need to defend their workshops against other players who may contest their ownership. According to the Bethesda FAQ, "If a player attempts to contest a Workshop you own, or you attempt to contest another player's Workshop, you will be open to taking full damage from their attacks."

Survival tent


Survival tents, exclusive to Fallout 1st subscribers, are a secondary C.A.M.P.

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 camp 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.