Architect

Architect is a new Workshop Menu category containing almost all new settlement buildings in Horizon. All buildings not included in Architect can be found as usual, in the Vanilla FO4 Workshop categories.

## Architect Workshop

### Menu

Architect has its own menu located on the main menu, which contains sub-menus for everything. If Architect Extras was selected during Installation, Architect will appear first in the Vanilla FO4 Workshop menu - this directly edits vanilla records. Some building objects still exist in the vanilla workshop categories, but more might be moved into Architect over time.

### Menu Icons

The vanilla icons for Resources, Food, and Water were replaced and new ones have been added.

* Architect
* Components
* Food
* Resources
* Utilities
* Water

### Menu Button Modifications

A new version of `MessageBoxMenu.swf` (modified by Phlunder) is included with Horizon. This modification changes the button highlights to be the full size of the button and allows the text to be properly left-aligned. Having buttons left-aligned allows the icons to match up. The dialog boxes look much more consistent with the other Fallout UI elements. Quickly scrolling through large left-aligned menus is much less of a headache than the centered text popping all around! The highlight of the button more closely matches the hitbox of the button, i.e. where you can click. The `MessageBoxMenu.swf` file also allows item icon tags to be removed in the message text.

📝 **Note:** The `MessageBoxMenu.swf` change should not break any existing center-aligned buttons, if it does, let Zaw or Phlunder know.

### Building Objects

Crafting buildings no longer provides Experience. Furthermore, not all buildings are available in every settlement. Some buildings in underground settlements like Home Plate or Mechanist's Lair aren't present. Likewise, special buildings such as the Seawater Extractor are only unlocked in settlements that have a connection to an ocean.

### Progression Modes

🌀 *The content below is transcluded from Workshop Level.*Settlement building objects in Architect are tied to a progression mode called "Workshop Levels". Workshop levels are global and affect all settlement buildings and item crafting recipes. Levels can be unlocked in the Tech Lab (Workshop Level Upgrades) and rarely by reaching ranks in Settler Skill. Workshop level upgrades count as a simple ingestible item and must be used manually in the Pip-Boy "Aid" tab. Upgrades can be crafted in any order, but each upgrade can only be crafted once.

All workshop levels are technically perks and a hidden settler skill. Progression can be displayed anytime using the Pip-Boy "Perk" tab.

 Population
 Technology
* unlocks crafting recipes in the Tech Lab and structures in **Architect**
 Trading
* raises your Income (Vendor Credits)
* expands Settlements Vendors Inventory
* unlocks the Courier Trading Service

## Utilities

Buildings in the Utilities section combine most of the mechanics introduced by Horizon. This gives the player far-reaching options in terms of fast traveling, production management, settlement scrapping, mail traffic, settler recruitment, settler missions, character specialization, companion training, crafting and item scrapping. Almost every building is essential and more than likely to be built in every settlement. There are also multi-workbenches that combine multiple workbenches into one in order to save space.

## Structures

With Architect, structures (buildings and foundations) of any size can be easily placed with few restrictions. You can't accidentally scrap/store/move the buildings while you're decorating them! None of these affect your settlement build limit. Most of these buildings don't use glass in the windows to keep frame rates high and don't overuse clutter.

Structures are grouped into categories, so that the ingredients required are appropriate. Each category uses a special master Controller Object which allows you to change building designs at any time, within its category, using the Structure Management menu. The controller objects are generally small immersive objects, such as mailboxes and power boxes.

Many buildings contain their own stairs, doors, detailing, clutter, and furniture. Different layers of objects can be turned On/Off individually (beds, clutter, doors, etc.) or preset in the Default Building Layers menu. Buildings can be moved manually, by moving the controller object or nudged around via the menu after they are placed. Multiple building designs can be selected via a UI system (similar to a trade menu), based on the category of the structure. Structures can be locked in place which allows the controller object to be moved without moving the structure. In Hangman's Alley you can unlock a Locking Plate that aligns the structure of The Gallows (3- or 9-floor) into place.

💡 **Tip:** During positioning having Bed, Clutter, Devices, etc. off can help to speed up the redraw on more complex structures. You can change these any time to On/Off in the Default Building Layers menu.

💾 **Developer Note:** All buildings have full navmeshes (Nav-, „navigation“ and mesh = „elements, cells, zones“ or „cell-navigation“) to pre-define NPC pathing and thus minimize performance impact/load. Navmeshes in Architect are active immediately, and do not require any reloads or restarts. If built properly, mod authors who wish to create buildings for Architect, also do not need navcuts.

### Buildings

All Buildings are designed with the goal to building a settlement quickly and effectively while keeping the frame rate and building limit low. Many buildings unlock beds or accept vendor mats. A few have built-in garden planters too. The Gallows can be lock into place in Hangman's Alley to build your own skyscraper. Small and large houses and basic warehouses are particularly useful at the beginning to quickly unlock up to 10 beds. Urban buildings of all kinds also unlock beds but also include hookpoints for vendor mats. Thus, a whole city can be built in no time.

#### Tiny/Small/Large Buildings

* Cabin Damaged
* Cabin Repaired
* Capsule Home (Double)
* Capsule Home (Single)
* Covenant House (Style 1)
* Covenant House (Style 2)
* House Garage (Single)
* Shed (Tiny)
* Small House (2-Story)
* Switching Tower (White)
* Capsule Home (Large)
* Large House (2-Story)
* Large House Garage
* Sanctuary House (Brand New)
* Sanctuary House (Improvised Rebuild)
* Sanctuary House (Refurbished)

#### Small/Medium/Large Urban Buildings

* Drumlin Diner
* Guard House
* Military Bunker
* Red Rocket (Small)
* Restrooms
* Townhouse (2x2)
* Townhouse (Old) (2x2)
* Brick Store (3x4)
* Large Brick Building (3-Story)
* Panucci's Pizza
* Slocum Joe's
* Supply Yard (2x6) (2-Story)
* Wilson Factory
* Apartment Complex (6-Story)
* Back Alley Bowling
* Wilson Factory

#### Basic/Complex Warehouses

* Airplane Housing (Large)
* Boardwalk (2 Plots) (Pier)
* Boardwalk (2 Plots) (Warehouse)
* Boardwalk (Large Square)
* Boardwalk (Large) (10 Plots)
* Finch Shack
* Railroad Station
* Tavern (3x4)
* Utility Warehouse (2x4)
* Warehouse Garage (3x3)
* Warehouse Strip
* Atomic Cat's Garage
* Marina Warehouse

#### Colossal Structures

* Airship Construction Yard
* Department Store
* The Gallows (3 Floors)
* The Gallows (9 Floors)

### Foundations

Foundations, as the name suggests, offer basic building options especially for difficult to access, uneven terrain. For example, bridges of different lengths can be used to bridge lakes or even sea straits to connect settlements with each other. Uneven terrain can be smoothed out and water can be turned into usable building ground by boardwalks and barges. Urban canyons that offer little space can be skipped by high-rise buildings (*The Gallows*). Free and open areas can be covered with palisades and platforms and in a swamp (*Murkwater Construction Site*) one builds a cargo yard which offers space for a whole small town by filling the landscape with concrete.

#### Building Foundations

* Bunker Foundation (5x6)
* House Foundation (3x6)
* Stone Foundation (5x7)
* Warehouse Foundation (3x3)
* Extended Sky Bridge (1, 3, 7 Segment)

#### Boardwalk Foundation

* Foot Bridge
* Pier Bridge (1x16)
* Boardwalk (2 Plots) (Pier)
* Boardwalk (2 Plots) (Warehouse)
* Boardwalk (Large Square)
* Boardwalk (Large Square) (10 Plots)

#### Large Foundation

* Parking Garage
* Concrete Bridge (Large)
* Sky Bridge (1, 3, 7 Segment)

#### Metal Structures

* Industrial Platform
* Industrial Platform (Style 2)
* Military Platform
* Military Platform (Large)

#### Natural Structures

* Park
* Road (Main Street)
* Terrain Foundation

#### Water Structures

* Barge (Small)
* Barge (Large)
* Industrial Platform
* Industrial Platform (Style 2)

#### Colossal Structures

* Cargo Yard
* The Gallows 3 Floors
* The Gallows 9 Floors

## Farming And Supplies

Vanilla FO4 Crops are replaced with Rows, Patches, Trellis, Trees and Automated Planters in Architect. Patches, trees and trellis generally give 3x food and whole rows and automated planters, 6x food per production cycle. Automated planters require power instead of settlers for maintenance.

Available crops: Carrot, Corn, Gourd, Melon, Mutfruit, Razorgrain, Tarberry, Tato. Whereas Tarberries are first plantable through Horizon. Since these are a rarity, the *building cost* is correspondingly high.

None of these crops can be manually harvested by the player, only settlers can harvest them. Alternatively automated planters can be used. Likewise, the amount of crops is higher compared to vanilla crops if Crop Rating and Crop Stability is 100%. Vanilla crops can still be harvested at farms though. However, luck and Survival skill dictate whether the player gets a crop or a waste food item from vanilla crops.

The Production is passive and lasts 90 minutes real time per Production Cycle. Each plant can produce twice as much food per cycle with Fertilizer, however, a work order is required for this.

By default, Crops are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Crops (3 Food)

Workshop > Architect > Farming & Supplies > Crops (3 Food)
* +6 Crop Rating
* Can't be harvested manually
* Snap into Garden Planters
* Can't be used with Automated Planters
* Does contribute towards a Farming Community
* Trellis and patches differ only in style
 Tarberry Patch | * +3 Food
* +6 Crop Rating
* Can't be harvested manually
* Snap into Garden Planters
* Can't be used with Automated Planters
* Does contribute towards a Farming Community

### Crops (6 Food)

Workshop > Architect > Farming & Supplies > Crop Rows (6 Food)
* +12 Crop Rating
* Can't be harvested manually
* Snap into Garden Planters
* Can't be used with Automated Planters
* Does contribute towards a Farming Community
 Tarberry Dense Row | * +6 Food
* +12 Crop Rating
* Can't be harvested manually
* Snap into Garden Planters
* Can't be used with Automated Planters
* Does contribute towards a Farming Community

### Automated Crops

Automated planters allow the player to run crop production without the help of settlers. These planters cost additional materials.

Available crops: Carrot, Corn, Gourd, Melon, Mutfruit, Razorgrain, Tarberry, Tato. Whereas Tarberries are first plantable through Horizon. Since these are a rarity, the *building cost* is correspondingly high.

The Production is passive and lasts 90 minutes real time per Production Cycle. Each plant can produce twice as much food per cycle with Fertilizer. However, a work order is required for this.

By default, Crops are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Supply Depots

Allows you to place food and water in any settlement, including ones that don't normally allow it, like Home Plate.

### Wild Gardens

Wild Gardens allow for breeding (producing) wild plants. A distinction is made between humid and dry wild gardens, depending on the type, dry or humid, different wild plants can be cultivated. Both buildings are heavily dependent on Settler Skill: Survival.

The Production is active and lasts 90 minutes real time per Production Cycle and requires a work order. Wild plant production can't be doubled with Fertilizer.

By default, Wild Plants are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

Workshop > Architect > Farming & Supplies > Wild Gardens
* Production limit equals crop limit
* Can't be doubled with Fertilizer
 Wild Plant Garden (Humid) | * +1 random Wild Plant
* Production limit equals crop limit
* Can't be doubled with Fertilizer

### Utility And Planters

This section broadly covers the utilization of Compost. On the one hand, compost can be created from various food items using the farming workbench. On the other hand, compost can be used to build garden planters. The garden planters that Horizon offers are much larger than vanilla garden planters and have up to 4 snapping points pre-installed. Garden planters can be clipped together but do not offer a higher crop rate - they are just useful structures for aligning crops perfectly and make them plantable everywhere.

By default, Compost is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

💡 **Tip:** While requiring a very high workshop construction level, structures like the Apartment Complex (6-Story) come with pre-installed garden planters.

Workshop > Architect > Farming & Supplies > Utility And Planters
* Unlocks +2 slots/bench for Plant Nursery
* Use the workbench to open the food trade menu
* Converts Food items into Compost
* Doesn't produce Fertilizer

 Farming Workbench belongs technically into Utility section.
 Garden Planter | * Plant crops anywhere.
* Crops snap automatically into the planter
* 1 snap point for a crop row
* Planters can be moved with crops attached to them
 Garden Planter Extended | * Plant crops anywhere.
* Crops snap automatically into the planter
* 4 snap points for crop rows
* Planters can be moved with crops attached to them
* Balcony planter can attach planter steps and stairs

 Building dimensions aren't congruent with vanilla structures.
 Planter Steps and Stairs | * Simple Shack Steps with modified color
* Can attach to balcony garden planter
* Can be used like standard steps/stairs

## Defense

### Guard Posts

In addition to guard posts and towers in Vanilla FO4, a whole range of settler-dependent defense buildings is now available. Guard towers can upgrade automatically depending on the workshop tech level. In addition to stationary buildings, there is also the option of letting settlers patrol. Although many of these buildings offer similar defense values, they give a creative twist to designing settlements.

### Turret Platform

Turret platforms are nothing more than standard turrets with the possibility to upgrade them manually at any time depending on workshop technology level. Thus players aren't pressured to keep changing turrets just to increase defense values. Defense is not dependent on the design and is the same for all turrets regardless of their penetration. Each platform can be stored at any time in the workshop and rebuilt somewhere else. Like all buildings, these can be destroyed during an settlement attack and must be repaired.

Since a turret platform is technically nothing more than a Controller Object, the Default Building Layers can also be changed here, e.g. to "Last Selection".

### Guard Animals

Animals can be trained to protect a settlement. These buildings however require a special Certificate. Some certificates can be purchased through vendors, others will be unlocked (via mailbox) as soon as you get a special perk rank. Defense does not change depending on the creature.

## Production

### Basic Production

Basic Production Buildings, as the name suggests, help to support basic materials such as food (fish, milk), water (purified, salt) and power (power units) production. They can help producing materials such as wood, steel, concrete. The Construction depot and vehicle expand the building options by increasing the workshop construction level. A production console can be built to quickly call up the production menu at certain key points in a settlement.

The Production is either active or passive and lasts 90 minutes real time per Production Cycle.

By default, produced goods are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Mission Jobs

[*info needed*]

*Main article:* Mission

### Mining And Oil

Mining And Oil is part of advanced production and is largely dependent on a settlement's Local Mineral Deposit which is unique to each settlement per game session.

Extracting oil from the ground is a passive production and doesn't require a work order and starts automatically after the building is built. Extracting ores is an active production and requires selecting a service and setting up a work order. All buildings depend on workshop technology. For mining and processing ores, the schematics are unlocked if the player and/or settlers have the appropriate skill and workshop technology.

The amount of buildings influences the amount of services that are unlocked per production cycle and the amount of goods that can be produced per service.

The impact of mining and processing ores in Horizon is gigantic and included in almost every advanced production and more complex architecture.

The Production is active and passive and lasts 30 to 90 minutes real time per Production Cycle. A work order is required for all except for crude oil boring.

By default, produced goods are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Factories

Factories are part of advanced production and currently offer some, albeit sometimes very expensive, ways to produce items. Fabrication takes 15 minutes (real-time) and each service must be managed manually by creating a work order. Each factory requires a settler. All factories can also be built as leased utility buildings, which do not require a settler but require power.

The schematics required for production are unlocked after reaching a certain workshop technology level and character skill. The more factories of a type are built, the more production services of this type the player receives. Thus different goods can be produced simultaneously in each production cycle. The amount of factories has also an impact on the amount of goods per service per production cycle.

The Production is active and lasts 15 minutes real time per Production Cycle and requires a work order.

By default, produced goods are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

Workshop > Architect > Production > Factories
* produces Gears, Screws, Spring
* produces various weapon parts
 Textiles Factory | * +1 Bonus Happiness
* produces +1 Ballistic Fiber
* produces +1 Packing Material
 Chemical Factory | * +1 Bonus Happiness
* produces Liquors and Beverages
* produces +100 Explosive Material
* produces +100 Smokeless Powder
* produces various other items
 Tech Factory | * +1 Bonus Happiness
* produces +100 Energy Cells

### Specialty Jobs And Services

These buildings are part of advanced settlement statistics and influence Tenant recruitment chance. The system, these buildinds are tied to, is currently not properly implemented. Some of these statistics aren't fully used, but are planned to be in upcoming patches. Accordingly, the buildings can currently be used for decoration and to satisfy advanced tenant needs.

### Research

Although these buildings produce Research Material and belong to an Research Outpost, the use has so far been limited. However, you can use these buildings to increase the happiness rating. Education material is an essential part of every buildings material cost.

The Production is passive and lasts 90 minutes real time per Production Cycle.

By default, Research Material is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

## Income And Entertainment

### Vendor Stalls

Vendor stalls are special Horizon exclusive trading counters. These produce happiness and Income paid in Vendor Credits. They are also required for a Trading Market. In addition to certain materials, each vendor stall requires Leadership and Trading skill as well as a Vendor Contract which can be purchased from certain commonwealth merchants. The building limit per stall is 1 per settlement. Each vendor stall is also available as a vendor mat (see section below). Each vendor's stock is shared globally and is equal in each settlement.

The Production is passive and lasts 90 minutes real time per Production Cycle.

By default, Income is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Vendor Mats

Vendor Mats are simplified Vendor Stalls. However, the building costs are almost identical. Vendor Mats can be attached to Empty Counters or Hookpoints in certain building structures.

The Production is passive and lasts 90 minutes real time per Production Cycle.

By default, Income is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

💡 **Tip:** Many buildings have pre-installed hookpoints for vendor mats. For example, Drumlin Diner has 1 and Red Rocket (Small) has even 3 hookpoints. Many other structures have hookpoints too and in Starlight Drive-In can technically fit up to 5 vendor mats.

### Empty Counters

Empty counters (*hookpoints*) can be used to attach vendor mats to them and thus create a simplified vendor stall. All empty counters can snap to each other. Certain Urban Buildings in architect already have predefined hookpoints.

Workshop > Architect > Income And Entertainment > Empty Counters

### Entertainment (Income)

Entertainment buildings are currently used for mere decoration or to increase the happiness rating. All buildings are tied to recreational rating necessary for expanding a settlement into a Recreational Park (community). However, it is currently almost impossible to achieve the corresponding rate.

💡 **Tip:** The Back Alley Bowling building is perfect for many of the objects contained here.

### Entertainment (Happiness)

Entertainment buildings are currently used for mere decoration or to increase the happiness rating. All buildings are tied to recreational rating necessary for expanding a settlement into a Recreational Park (community). However, it is currently almost impossible to achieve the corresponding rate.

### Income Bonuses

Each Trading Market (community) needs a person to coordinate the work, a Shipping Manager. The goods, in turn, have to be stowed away somewhere. Income bonuses therefore combine objects that are necessary for this. Each building is heavily dependent on Workshop Trading and Vendor Contracts are required to build them. In return, the player receives income paid out in vendor credits.

The Production is passive and lasts 90 minutes real time per Production Cycle.

By default, Income is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

Workshop > Architect > Income And Entertainment > Income Bonuses
* +16 Income (Passive Production)
* +1 Shipping Manager
* Does contribute towards a Trading Market
* Trading Market requires 1 Shipping Manager

 Shipping Manager belongs technically into Mission Job section.
 Supply Stockpile | * +5 Bonus Happiness
* +6 Income (Passive Production)
* Does contribute towards a Trading Market
 Supply Stockpile | * +5 Bonus Happiness
* +6 Income (Passive Production)
* Does contribute towards a Trading Market
 Trading Storage  | * +5 Bonus Happiness
* +6 Income (Passive Production)
* Does contribute towards a Trading Market

## Leasing

This system allows you to attract non-settler Tenants and utilities such as factories and basic production buildings to your settlements! All buildings require power and vendor credits and produce income according to the total number of tenants across all settlements. These buildings do not add settler lag nor bloat nor force the engine to limitations.

Tenant growth depends on each settlement's statistic. **Basic needs** such as population, food, water, defense, happiness and **advanced needs** such as doctors, purification, sewage, heating, sanitation. Both needs determine whether houses are inhabited to the max or not and how many tenants would like to move in a settlement at all. Every tenant settler give +1 happiness.

The Production is passive and lasts 90 minutes real time per Production Cycle.

By default, Income is automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

### Leased Small Residences

Workshop > Architect > Leasing > Leased Small Residences
* +2 Tenants (max)
* +X Income (Passive Production)

 Workshop Trading level 4 instead of 1.
 Medium Residence | * +4 Bonus Happiness
* +4 Tenants (max)
* +X Income (Passive Production)
 Large Residence | * +8 Bonus Happiness
* +8 Tenants (max)
* +X Income (Passive Production)

### Leased Large Residences

Workshop > Architect > Leasing > Leased Large Residences
* +8 Tenants (max)
* +X Income (Passive Production)
 Apartment 16 | * +16 Bonus Happiness
* +16 Tenants (max)
* +X Income (Passive Production)

### Leased Utility

Leased utility buildings combine factories and basic production buildings and function without settlers - they are operated by tenants instead. In contrast, these buildings require power to function and general building costs are greatly increased. The production services are identical to their equivalent. A work order is created as usual in the production manager menu. Some production ratings can be greatly increased which is the main advantage of these buildings.

The Production is either active or passive and lasts between 15 and 90 minutes real time per Production Cycle and can require a work order.

By default, produced goods are automatically stored in the Production Storage. Goods, deposited in production storage, aren't used automatically for any production nor crafting action! Thus, it's advisable to define a Master Workbench as soon as possible using the Resource Station.

## Lights And Power

Since it was often problematic to connect lamps and other light sources to power in vanilla FO4, this limitation was removed in Horizon. From now on, light sources can be installed anywhere without restrictions. Likewise, all light sources can be switched on/off manually and sometimes have half to twice as much luminosity.

Just as cumbersome as connecting light sources to power was the fact that power poles only had a limited range, so the power cables were simply too short. The range was increased accordingly and is now 3x that of vanilla FO4.

### Outdoor

Workshop > Architect > Lights And Power > Outdoor
* Does not require power.
* Can be turned on/off.

### Ceiling

Workshop > Architect > Lights And Power > Ceiling
* Does not require power.
* Can be turned on/off.

### Wall

Workshop > Architect > Lights And Power > Wall
* Can be turned on/off.

### Floor And Table

Workshop > Architect > Lights And Power > Floor And Table
* Can be turned on/off.

### Power Connections

Workshop > Architect > Lights And Power > Power Connections
* Used to connect wires.
* Doesn't radiate power.

## Decorations

Allows you to place random trees without having to pick and choose each type. Healthy Trees use pre-war textures with healthy leaves. A random tree is selected each time you place OR move the object

## Structural Pieces

These are simply appropriate pieces to go along with textures and parts that author uses in his buildings. There are no plans on building up a large library of pieces.

### Blocks

* Various styles of 1x1 foundation blocks.
* Match textures of various Buildings and Foundations.

### Wooden Floors

* Various styles of 1x1 floors and platforms.
* Match textures of various Buildings and Foundations.

### Stairs

* Various styles of concrete and wooden stairs.
* Match textures of various Buildings and Foundations.

## Vanilla Workshop

Not all innovations introduced by Horizon are included in the Architect workshop menu. Architect first included structures such as buildings and foundations, but grew into an independent workshop menu. One can assume that the vanilla workshop will be merged into Architect in an upcoming Horizon patch.

Below, are changes that aren't included in the Architect menu, but in the Vanilla FO4 workshop menu.

### Furniture

A variety of furniture can already be turned on/off through the Structure Management, quick and simple with one click, to keep the frame rate low. The more furniture is placed in a settlement and the more settlements are built with it, the more load the player creates on the engine.

Furniture is also part of certain Horizon building objects (Mission Jobs, Specialty Jobs And Services, Supply Depots, Research, Entertainment, etc.) that give settlers tasks instead of just decorating interior without doing nothing, etc.

#### Beds

In addition to vanilla beds, there is now the option of building bunk beds. These consist of two parts, a base with a bed on the lower tier and an empty slot on the upper tier for another bed. Bunk beds allow two settlers to sleep in the same place, saving space. Furthermore, the player can now build personal beds that can only be used by him.

💡 **Tip:** Building structures can unlock beds using the controller object. Warehouses like, for example, a Warehouse Strip and Railroad Station offer 10 pre-installed beds. Many other structures can unlock beds too.

* Count towards bed requirements.
* Increases Recruitment Chance.
* Doesn't heal trauma or wounds.
* Sleeping bag or dirty mattress can be used 9 hours, and grant rested but not well rested buff.
* Can be used to create a save game.

##### Personal Bed

* Doesn't count towards bed requirements.
* Can only be used by the player.
* Doesn't heal trauma or wounds.
* Can be used to create a save game.

### Power

* Windmill (Small)
* Windmill (Large)
* Windmill Sails (Large)
* Solar Panel
* Solar Panel (3x)
* Small Generator
* Medium Generator
* Large Generator
* Fusion Generator (Small)
* Fusion Generator (Large)
* VaultTecReactor.jpg

Vault-Tec Reactor
* VaultTecSuperReactor.jpg

Vault-Tec Super Reactor
* Battery
* Electron Battery
* Fission Battery
* Fission Battery (Large)
* Wall Generator

In addition to the usual generators, a variety of other power buildings can be built in Horizon. The large windmills are ideal for settlements such as Hangman's Alley or as landmarks in the middle of the countryside. Batteries can snap to utility buildings such as the recruitment station, but can also be placed on the wall. The Small Generator can be packed as a Scrap Kit.

### Resources

#### Water

Water pumps drill dirty water from the underground. Dirty water which is mainly intended for Settlers and shared through Supply Lines to satisfy basic settler needs globally. Certain pumps require dirt or water to be placed. Almost all require power. None of them produce Purified Water without a Water Purification Unit. Depending on the amount of water produced, a tech level may required.

#### Food

All vanilla crops work as usual, with one exception, the food rating is 0.5 (mutfruit trees 1.0), however vanilla crops either give a crop, rotten crop or nothing when picked. It is advisable to build the Horizon crops and avoid vanilla crops.

#### Miscellaneous

Workshop > Defense > Miscellaneous
* Brahmin tend to stay near trough.
* Greatly modified by Milk Brahmin pen (Basic Production).
* Fertilizer production should be fixed but may still produce fertilizer.[*citation needed*]
 Garden Plot | * Keeps working.
* Greatly enhanced by Horizon Garden Planters (Farming & Supplies).
 Fast Travel Target | * Set fast travel arrival point.
* Doesn't have any use in Home Plate.
 Trade Caravan Post | * Attract traveling merchants from Bunker Hill.
* Can attract multiple merchants.
* Settlement location is irrelevant.

### Crafting

Almost all crafting is now available through Universal Crafting Station

* Can't scrap power armor parts (use Field Scrapping or Shredder)

## See Also

* Settlement
* Enhanced Settlement
* Guide/Settlement Building
* Guide/Settlement Building Limitations
* Guide/Architect
* Guide/Creating Structures For Architect
* Guide/Power Generator
* Guide/Water Pump