Patch notes/Horizon/1.7.5

#1.7.5:1
Crafting

* When you craft 1000 Engineer Power Cells it should now give you 1000 instead of 500

#1.7.5:2
Items/Loot

* The Scrap Kits should no longer bug out if you throw them on the ground
* Many prototype devices and robot parts now have some Energy Cells
* Additional sources of augments have been added
* Rare clothing now has a low chance to spawn inside dressers
* The preview book when you pick up a Blacksmith Guide should face the right way

#1.7.5:3
Misc

* Auto-Hackers will now display the correct messages
* Empty Gwinnett Stout Bottles and Cigars used by the Kellogg quest are now flagged as quest items and won't be picked up by Cargo Bot 1-X
* Fixed the 7.62 text in the ammo swap for the LMG
* The red and black jean/jacket clothes now have the proper Horizon texturing again
* The leather coat (piper's type) now has a new mesh replacement to fix the male version, so the textures actually work properly
* Watcher's Bandage is now unequippable by the player (it can be equipped on Strong)

#1.7.5:4
Weapons

* The receivers on the Custom Rifle now have the proper damage multipliers

#1.7.5:5
Skills

* Scrapping weapons should now properly add your crafting skill gains to the total\*
* You can now gain up to +30 Salvaging Skill from scrapping weapons
* The documentation menu for Salvaging Skill now shows that you can gain skill from scrapping weapons
* NOTE: All the skill gains from scrapping weapons previously were tracked, so you will get credit for them now

#1.7.5:6
NPCs

* Instead of being a random type, Dead Eye is now always a nightkin, and is also legendary and drops additional loot
* Some named npcs now drop specific types of augments
* Raider Psychos will always have more appropriate headgear now
* Raider Scavvers and Survivalists will have bandanas more often now so they look more like criminal bandits
* Raiders no longer spawn with the leather coat (piper's type)

#1.7.5:7
Workshop Testing

* The error messages when it says it "can't find a workshop for this resource" should now have numbers to help debug any problems
* Note that these messages most likely only occur because of the new construction depots (testing help is still needed for these)

#1.7.5:8
Recruitment Station

* (NEW) Recruitment Station (Console): An indoor style alternative to the larger recruitment station
* The new recruitment station has a snap point where you can dock a small power source (seen below)\*
* (NEW) You can adjust the limit to how many settlers you wish to allow recruited per settlement (located on the beacon's menu)
* The recruitment limits are: Standard (normal limit), 15, 20, 25, 10
* The menu will now show 0% chance when you have reached your limit or the station is powered off
* NOTE: You must still attach the wire from the battery to power the station

#1.7.5:9
Settlements

* (NEW) Wall-mounted Power Generator: Gives 5 power, must be attached to a wall
* (NEW) Battery: A car battery that gives 1 power, can be snapped to the side of the recruitment station
* (NEW) Electron Battery: A small battery that gives 1 power, can be snapped to the side of the recruitment station
* (NEW) Fission Battery #1: A small battery that gives 2 power, can be snapped to the side of the recruitment station
* (NEW) Fission Battery #2: A small battery that gives 2 power, can only be placed on the ground
* Architect windmills can now be placed in water
* The description for Atmospheric Condensers should no longer say it requires dirt
* Some water and power devices can no longer be damaged in combat (however, some workshop events can still cause them to take damage)
* The Construction Depot now requires the proper materials to build it
* The settler assigned as the Sheriff should be permanently assigned now (unlike generic jobs, which can potentially switch)

#1.7.5:10
Resource Station

* The Master Workbench now displays the name of the master workbench right on the menu (let me know if this doesn't work for you)

#1.7.5:11
Outfitter

* The auto-outfits from assignments should ignore companions now

#1.7.5:12
The following objects can no longer be placed in interior settlements:

* All windmills and solar panels
* All large guard posts and guard towers
* Architect buildings and foundations
* Construction Yards and Water Towers

#1.7.5:13
Enhanced Settlements

* Sunshine Tidings: The AC ducts are now scrappable
* Sunshine Tidings: Undoes what the UFO4P does to prevent you from scrapping the terminal
* Sunshine Tidings: Added a Sunshine Tidings sign to the shed, since it's considered a permanent structure
* Covenant: Undoes what the UFO4P does to prevent you from scrapping the terminal
* County Crossing: The tractor tiller is now scrappable
* Starlight Drive-In: Removed the emergency light beam in the back, and removed some sound markers in that building
* The workbenches that are moved to a new location, will only move once
* If you ever need to make the workbench move again to the same new location, there's a global variable to force it to move on every load

#1.7.5:14
Home Plate Enhanced

* (NEW) Access Panel: Call Unassigned Settlers - This button by the main door allows you to summon all unassigned settlers\*
* Settlers that are summoned are automatically teleported to the front area, in order to bypass any problems with moving settlers to Home Plate from other settlements