ZX-1 Experimentation Lab

Last updated for version `1.8.0-BETA-7`

*Main article:* Crafting

The ZX-1 Experimentation Lab allow to construct and unlock customized Weapons by reverse engineer regular weapons. Crafted weapons can surpass anything available and add legendary properties (base modifications), with improved range, damage, etc. In order to craft special weapons "Weapon Craft Skill" is needed.

## Recipe

* Aluminum 6
* Basic Circuitry 8
* Common Tools 2
* Nuclear Material 5
* Screw 4
* Steel 18
* Skill: Ballistics 10
* Skill: Science 10

## General

The Terminal offers a wide range of dynamic information for every menu/step, once a weapon can be crafted. No materials are used until the final menu is reached and crafting a weapon has been confirmed. The materials can be pulled from the players inventory, the Production Storage or the Master Workbench. As long as the crafting process has not been confirmed the player can safely switch menu pages up and down back and forth. If problems occure, in case of a bug, the player can simply go back to the main menu and start again.

### Weapon Crafting Skill

By crafting weapons and reverse engineering them the player can gain "Weapon Craft Skill". Crafting gives skill based on the quality of the product, and the level of the base mod. Crafting skill maxes at 1000 points. For every 10 crafting skill, the player gain 1 bonus "Experimentation Point" (max of 200 points). Weapon quality needs to at least be 1 in order to gain skill. Reverse Engineering weapons gives 5 skill points depending on crafting skill:

* 250 skill, crafting weapons under 3 quality only gains half skill
* 500 skill, crafting weapons under 5 quality only gains half skill
* 750 skill, crafting weapons under 7 quality only gains half skill

Crafting skill is meant to be gained over the course of a playthrough. Eventhough the player can simply craft "Weapon Tinker Kits".

### Weapon Tinkering

Weapon tinkering allows to gain +50 weapon crafting skill more quickly in the ZX-1 Experimentation Lab. In order to be able to tinker, the player needs "Weapon Tinker Kits" that can be crafted in both a Tech Lab and a Weapons Lab under "Tools & Parts". In addition to crafting skill, the player receives about 150 XP per tinkering action. Each kit requires a large assortment of materials:

* Adhesive 2
* Common Tool 1
* Mixed Alloy Scraps 120
* Oil 2
* Pipe Weapon Parts 20
* Skill: Ballistics 30
* Skill: Science 30

## Reverse Engineering

Reverse engineering allows to rebuild weapons by catalog its schematics. However, reverse engineering does not grant automatic access to build a weapon. Rebuilding weapons may still require specific skills, perks, magazines and components. Any attempt to reverse engineer weapons, will analyze the player's inventory for weapons not yet catalogued. Reverse engineering does not destroy or alter existing weapons.

## Base Modifications

The "base" mod applied to a weapon is similar to a legendary property. Many base mods require certain perks in order to appear on the list, so not everything is unlocked for free. Most base mods can optionally be upgraded during the process, to increase it's effectiveness. All crafted weapons are flagged as "legendary" with a star icon and description, but do not have the "featured" pop-up. All crafted weapon mods will be reflected with the item naming, i.e. the Quickdraw mod will say: "10mm Pistol Quickdraw".

### Experimentation Points (EP's)

EP's increases the Base Weapon Damage, Quality. Each material requires a certain amount of EP. The base starting value is 100 EP, and EP's are gained based on crafting skill. EP's can max at 200 points (with 1000 skill). Titanium Alloy grants reduced EP cost for all grades.

The type of alloy improves the quality of a weapon.

* Steel Alloy: Adds weight, extra Calbibration Points
* Aluminum Alloy: reduced weight, standard Calibration Points
* Titanium Alloy: reduced weight, reduced Experimentation costs

Each EP increase Base Weapon Damage by 1%.

### Calibration Points (CP's)

Each calibration consumes 10 CP's which are determined based on the quality of the weapon (10 CP's per 1% quality). Steel Alloy grants 20 extra calibration points.

 Accuracy 0/10
 Recoil 0/10
 Control 0/10
 VATS Chance to Hit 0/10

## Technical Issues

🌀 *The content below transcludes to Technical Issues.*
* Crafting Menu: There may be a few cases where some display information is not accurate when use the back key.
* Deathclaw Gauntlet is marked as "blunt" even though its a "blade" weapon.
* Ripper is unavailable in the ZX-1 lab
* Not all weapons are available to reverse engineering
* Reverse Engineering: "0" may be displayed even though the player can catalogue new weapons. This issue might be connected to the "Display Bug" tied to the Field Scrapping cache (see below).
* Reverse Engineering: Although scrapped weapons should be cataloged (moves the item to a cache container) via "field scrapping" and/or a "weapons workbench", they disappear after time (the cache container is not recognized properly) and can't be cataloged. Unclear is, what causes schematics to disappear from the cache container.
	+ "field scrapping" puts scrapped weapons in the cache container, the "weapons workbench" does not put the scrapped weapons in the cache container. needs further testing.
	+ "field scrapping" the cache container should work properly, but doesn't update the ZX-1 display properly. "New Unlocks Found" will show a "0" although if the player clicks on "Reverse Engineer All Weapons" the amount of "Total Unlocks" may increase.
	+ Scrapping weapons on a weapons workbench in the field (not in a settlement) causes schematics to disappear from the cache container.
	+ Scrapping weapons in a settlement on a weapons workbench closely followed by "reverse engineering" allows proper cataloging, and doesn't cause schematics to disappear from the cache container.
* Reverse Engineering: Might display something like: `<Token.ValueInt.EPoints>` and `<Token.ValueInt.CPoints>` which might happen when you have too many weapon mods.

## See Also

* Development/Weaponry
* Crafting
* Weapons
* Weapons Lab
* Master Workbench

## References

1. ↑ https://discord.com/channels/436824471295361025/436824471295361027/916814213417168956
2. ↑ https://discord.com/channels/436824471295361025/436824471295361027/916817108581617684
3. ↑ https://discord.com/channels/436824471295361025/436840996517707777/958344847251628092
4. ↑ https://discord.com/channels/436824471295361025/436840996517707777/911816376375726100