Fallout 4 settlements In " Fallout 4 " , the Sole Survivor can build and manage their own settlements at various sites around the Commonwealth . The new workshop interface is used to place and connect pre - fabricated structures as well as individual pieces ( walls , floors , roofs , etc . ) letting the player character construct their own home base ( s ) as they desire . Once built , these settlements can be customized extensively . Inside buildings and structures , furniture , decorations , and lights can be placed for aesthetic purposes ; outside these structures , the player character can plant crops , create water and power supplies , and tend to the defensive needs of their new settlement . To accumulate resources for their settlements , the player character can scrap most interactive inventory items . Once a settlement reaches a certain size and / or the player character obtains necessary perks , they can invite others to set up shop at their base by building unique resources such as the trading post , which adds a vendor NPC stocking some of the best in - game items . It is also possible to establish supply line s between settlements to share resources and inventory among them . Settlements require constant maintenance with NPCs tending to more basic functions such as crop harvesting . However , without this , crops will fail and equipment will need repair over time . The player character will have to use the workshop and have the required junk to complete the repairs . Walking up to a damaged or failed item while in workshop mode , the player character will be offered a selection to scrap / repair the observed item . Most of these sites can be obtained during the Minutemen quests ; however , others will require visiting them and completing location - specific quests . Settlement sites . < section begin = " Settlements " / > There are thirty - seven discoverable / unlockable settlements total with thirty in the base game , one in the " Automatron " , four in the Far Harbor , one in the Vault - Tec Workshop and one in the Nuka - World add - ons . Most are obtained by completing an objective or killing hostiles / residents in the area then opening the workshop . Settlements . < section end = " Settlements " / > Overview . Recruitable settlers . Throughout the game , there are unique NPCs that aren ' t available as followers , yet can be persuaded to join an owned settlement , provided the requirements are met . Nuka - World . During the Nuka - World add - on , you have the ability to lead the three raider groups included in the expansion ( The Operators , The Disciples , and The Pack ) and capture settlements through violence . The differences between a Minutemen settlement and a raider outpost are few but significant ; for example , you can lead raiders to capture other settlements , extract tribute from Minutemen settlements , and make other settlements your vassal states . In addition , captured and intimidated settlements will pay the Sole Survivor in caps back at their home base in Nuka - World . After Power Play however , whatever raider group was betrayed , and any outpost they control , will no longer pay tribute to you following the quest . This will start Cleaning House , where the Sole Survivor must destroy the enemy outposts . However , one can no longer fast travel to those outposts . Get in there the old - fashioned way and eliminate the raiders . To establish a raider outpost , the player must speak to Shank . They will then be given the option to capture a new outpost , or intimidate a settlement to supply nearby outposts . Both jobs will the option to use violence or intimidation . When violence is chosen , the player will be joined by three gang members of their choosing and must kill or cripple the settlers and either their Minutemen backup or Hired Gun backup . Intimidation can be used on settlements with named non - random NPC settlers , where the player can threaten or bribe the residents . Take caution when establishing the first raider outpost as this will drop Preston Garvey ' s affinity to the lowest level , even if he isn ' t present . Therefore , it is advised to move him away from any desired settlements before establishing any raider outposts or become the overboss of Nuka - World " prior " to becoming the General of the Minutemen . With " Automatron " installed , it is possible to establish a supply line between a raider outpost with other settlements . To do so , build a robot workbench in the raider outpost and build an automatron there , the robot can then be used as a provisioner to link it with your other settlements . All raider outposts are automatically linked to each other so only one robot provisioner is needed to link all raider outposts with your other settlements . In order to convert the outposts back into standard settlements , one will need to kill all of the raiders at that outpost . If the raiders go hostile , then the turrets will also go hostile as well . Be warned , that once all the raiders at that outpost are killed , the Sole Survivor will be declared an enemy to the Nuka - World raiders , thus losing control of all outposts and failing any incomplete Nuka - World raider related quests , starting Open Season , the quest where the Sole Survivor must execute the Nuka - World raider gang leaders ( Nisha , Mags Black , William Black , and Mason ) in order to put an end to slavery to the traders of Nuka - Town . Quests . The player character can get radiant quests that randomly select different settlements . Necessities and dependencies . These stats need to be maintained to sustain or stagnate the growth of a settlement . Each necessity would also act as a dependency on other necessities ; i . e . people need water , food , beds and protection to live long and prosper . Defense . The defense values do not directly correlate with actual combat efficiency . A Mk . 5 machine gun turret can kill enemies several times faster than a Mk . 1 heavy machine gun turret , but will contribute less to the settlement defense value . Size . With the Local Leader perk , food / water and junk resources can be shared between settlements connected by a supply line allowing the player character to quickly build out new settlements or even specialize them . Settlement attack chance . The chance of a settlement being attacked is calculated as follows : formula _ 1 formula _ 2 formula _ 3 The attack chance can never go below 2 % . Settlements with a defense greater than 150 will always win . Example . If a settlement has 5 food , 6 water , 2 defense , and a population of 5 , the attack chance is calculated as follows : formula _ 4 formula _ 5 formula _ 6 Notes . Budget settlement ( Sanctuary ) . Build supports 20 settlers , minimum 11 . When setting up camp , place the medium generator , water purifiers and recruitment radio beacon close together . The generator can support all 3 items by itself . Each settler can maintain 6 units of food ( 6 mutfruit or 12 of any other crops ) , so 4 settlers can maintain 24 food . Settlers that do not maintain food can be set to guard duty . Each guard can man 3 guard posts , so 7 settlers can man the 20 guard posts required . Mutfruit plants can be obtained at Greentop Nursery , Graygarden , or Warwick homestead . Minimum Cost Alternately , the player character can build x7 water pumps , at a cost of : Advanced settlement building techniques . There are some ways to get around the clipping of settlement objects with each other and preexisting objects in the world to allow the player to build more sophisticated structures . These can all be done without mods however some will require using the game console . See Fallout 4 console commands for the full list of console commands . Mat exploit . This by placing a small door mat down and then placing a larger item like a chair on top of it ( This will not work with snappable objects ) . When you select the mat by tapping down the select button it will also pick up the items linked on top ; however the collision will only be enabled for the floor mat ( If you hold the select button it will use the collision of the thing you are trying to move ) , enabling you to potentially clip the larger object into other objects provided the mat isn ' t clipping with anything . To increase the distance that the mat can reach try stacking rugs with the base ( the one you want to move with ) at the bottom . Note : This also works with wall decorations and conduits . ( tested with vanilla wall decorations / signs ) . Pillar exploit . This is achieved by using a concrete pillar ( found in the Wasteland Workshop Add - on ) and placing it next to a structure . By holding the " Place " button , the structure and pillar will be highlighted . If only the pillar is highlighted , move it closer to the structure . Doing this does not allow you to clip the structure but to sink it into the ground . If you don ' t have the Wasteland Workshop Add - on you can use concrete foundation . Pillar and mat exploit combo . By using the two above exploits , you can clip and sink objects into the ground . In order to do this , use the mat exploit to get the object you want to do the glitch with . Then place the pillar down next to it , next hold down the select button and it will use the collision of the pillar and mat , not the object on top of the mat . This will allow you to clip and sink the object . Electrical Connections without limits exploit . By starting with the cursor on the object you wish to connect an electrical wire from and slowly moving toward an already existing wire that bisects the object until the wire is highlighted , one can press the button associated with connecting a wire and hear the sparking sound . Going to another place the wire could connect to and pressing the connect wire button will place a wire that is not bound by object interference or distance . Once the wire is placed , one must exit using the previous menu button or anomalies may occur . Infinite population exploit . With add - ons , the max population of most settlements can be increased indefinitely with tamed creatures from the " Wasteland Workshop " add - on , and with robots built from Robot workbench es in the " Automatron " add - on . Settlers that the Survivor meets in random encounters or during the " Automatron " add - on ' s radiant quest Rogue Robot can also be recruited and sent to any settlement of the player ' s choice in the Commonwealth , Nuka - World , or the Island ( with the sole exception being Home Plate ) , ignoring the maximum population limit . Console : TCL . The console command tcl will disable clipping to yourself . It will also turn off clipping for any objects you place down or select while in this mode , allowing you to put other objects inside of it . If you have an object placed that you want to put another object inside of you simply select that object then deselect it to disable its collision . You can then place down an object inside of it . Once you remove the collision you will also remove the ability to select that item . To restore collision simply enter tcl into the command again to reactivate clipping . You can enter tcl again to go back into tcl and begin removing collision again . This command is best used for junk wall placement to allow you to join the sections of wall together . Console : modpos . Modpos will allow you to move any object in the game that is selectable within the console . To target an object , simply click on it when you have the console open . Modpos will require you to specify an axis and also an amount to move an object by . Because you are forcing the object to be moved through console this will ignore all collision and will allow you to move the object anywhere you wish . Each unit of movement is quite small and you can get a high degree of accuracy . Some sample distances : Console : setpos . While Modpos moves a selected object a given distance , Setpos moves it to specified x , y , or z coordinates . Both ignore any clipping including with the original environment . Setpos is most useful when dealing with an item that snaps to another and the game will preview the object in the correct position but will not place it there . For example , you can get the coordinates of a wall while it is in the preview location , then place it on the other side of the floor in an allowed location , then use Setpos to move it back to the preview location already placed . To use it , open the console while the object is snapped into the preview position . Click on the object and get its x , y and z coordinates in that location with : Close the console . Now place the object elsewhere in the same orientation , parallel to the final destination . With the object placed , open the console again , and with the object still selected use the following , replacing # with the number shown by Getpos for that axis . If you need to scroll back up in the console to get the coordinate , the PageUp and PageDown buttons may be used . Note : Fallout 4 uses the " Left - hand " coordinate system , where X is East / West , Y is N / S , and Z plus is up ( world coords ) . Console : Building all objects at internal workshops . It is possible to build all settlement objects at certain internal workshops which limit the items one can build , such as Home Plate and The Mechanist ' s lair , by opening the console , clicking on the offending workbench so that its reference is displayed and then entering and . Unlimited size . When you ' re building big settlements , often you are confronted with a full - size bar . This means that , according to the game mechanics , you can ' t place another item in your settlement . A quick workaround can help you to easily reduce your settlement size , which enables you to place more items . Doing this will reduce your settlement size , and enables you to build bigger settlements . With the Contraptions Workshop add - on , vacuum hopper s can be used to automatically drop weapons from the workshop inventory onto the ground . Alternatively , on PC , it is possible to increase the build limit using console commands . The build limit is calculated using two actor values : triangles and draws . The following commands can be used to change these values : Moving build structures . Objects that are joined into the full structure can be moved as one object . Example : If you have built a shack on one end of a settlement ( walls and floors with lamps , desk etc . ) you can move it as one item . In build mode , you hold your select button ( ' e ' for PC ) on one element ( preferably you choose wall from outside ) and the whole structure will be selected . Now you can move your shack on the other side of your settlement .