Production

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Introduction[edit | edit source]

Most resource production is done through the Production Management Menu. This can be accessed from any Resource Station or Production Console.

Water is produced based on your total Water rating, but is limited basend on your settlement progression.

Wood/Concrete/Steel can be produced using production stations, and usually require Liquid Fuel to run.

Oil and Power Unit production requires Power.

The production system in Horizon is largely expanded, which allows all kinds of resources to be produced.

  • All ingredients for services/recipes are now taken directly from your designated production storage.
  • All production is placed into the same place.
  • Some services can be manually allocated to produce specific amounts of resources (see: Work Orders below)
  • Services are split up into different categories, which have different options and sub-menus
  • All production times are now based on real-time (this bypasses any time-scale or time-passing problems)
  • All of these menus operate similar, so it will be very easy and familar to navigate any category once you learn it
  • Third-party player-created addons for Architect will be able to add their own schematics and recipes to some categories (such as factories)
  • It is HIGHLY RECOMMENDED to assign a Master Workbench, as that speeds up everything drastically

Production Time/Cycle[edit | edit source]

All production times are based on real-time:

Production Time
Standard 90 minutes
Mining & Oil 30 minutes
Factory 15 minutes

Production Limits[edit | edit source]

ProductionLimits.png
Main article: Production Limit

The current maximum production yields you can have are based on your overall progress across all settlements.

Increasing your current production maximum is usually achieved by having more "Successful Settlements" and "Settlement Communities".

The Trailblazer Perk will also higher your Production Limits.

Production:

  • Pure Water
  • Power Units
  • Credit Income
  • Supply Kits
  • Crops

Work Orders[edit | edit source]

  • "Work Orders" allow you specify ahead of time exactly how many units of something you want produced
  • Example: You can now tell Lumber Yards to work 10 cycles and then stop completely (i.e. stop consuming fuel)
  • The work orders will continue to run as long as the services are active and have the required ingredients
  • Some production categories do NOT require Work Orders and run non-stop (such as "Passive Services")
  • Work orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max)
  • Depending on the category, you can add/remove work orders to each service individually, or all at once
  • If you want something to keep running nonstop, just set it to 999
  • When you swap Schematics, you'll need to set all your work orders again (in the future I'll see about getting around this)
  • Work orders are only consumed when the item is actually produced (so if you fail to have the ingredients that particular cycle, it doesn't consume the work order, and tries again next cycle)

Active Services Menu[edit | edit source]

A production cycle (+X surplus) will take around 90 minutes real-time

# Service Cost Production Architect

(Workshop)

Building
1 Purified Water -1 Ceramic

-1 Cork

-1 Chlorine

-1 Clean Bottle

+1 Purified Water Basic Production Water Purification Unit
2 Salvaging:

Wood

-1 Liquid Fuel +100 Wood

+1 Plastic

+1 Assorted Scrap

Basic Production Lumber Yard
3 Salvaging:

Steel

+50 Steel

+1 Aluminum

+1 Miscellaneous Scrap

Basic Production Steel Yard
4 Salvaging:

Concrete

+25 Concrete

+1 Glass

+1 Mixed Scraps

Basic Production Stone Yard
5 Salvaging:

Junk

-1 Common Tool +20 Packing Material

+1 Basic Circuitry

+1 Junk

Basic Production Junk Yard
6 Wild Plants

(Dry)

-1 Fertilizer

-1 Nitrogen

-1 Potassium

+1 Random Wild Plant (Dry) Farming & Supplies Wild Plant Garden

(Dry)

7 Wild Plants

(Humid)

+1 Random Wild Plant (Humid) Farming & Supplies Wild Plant Garden

(Humid)

8 Salt -1 Seawater +4 Salt Basic Production Seawater Extractor
9 Seawater -1 Liquid Fuel +1 Seawater Basic Production Seawater Extractor

Water Production Services[edit | edit source]

WaterPump5.png

Water Prodcution Services are based on Salt, Seawater and Purified Water.

A production cycle (+X surplus) will take around 90 minutes real-time.

Dirty Water[edit | edit source]

Main articles: Water, Dirty Water

Resources > Water

This Service is not an Actice Service. But is listed as it is the fundament of purified water production.

Dirty Water was known as "Water" in Vanilla Fallout 4.

For every 10 Dirty Water produced you can technically produce 1 Purified Water Bottle if you can effort the Ingredients and Units.

This process takes around 90 minutes real-time.

Seawater[edit | edit source]

SeaWaterExtractor.png
Main article: Seawater Extractor

NOTE! The Seawater Extractor is unlocked in your workshop only in Seawater Locations!

Architect > Basic Production > Seawater Extractor

Cost Product
-1 Liquid Fuel +1 Seawater

Seawater is the fundament to produce Salt products which in turn are needed to produce Purified Water and other items.

Before that you will need a Chemical Factory though.

Salt[edit | edit source]

Main article: Salt

After you setup the Seawater Extractor (Schematic) go on and add a work order for the Seawater Schematic:

Cost Product
-1 Seawater +4 Salt

Purified Water[edit | edit source]

WaterPurificationUnit1.png

Architect > Basic Production > Water Purification Unit

Purified Water is hard to obtain via Settlement Production in Desolation Mode.

You will need a Purifier Module and rare Materials to build a Water Purification Unit.

If you have all you need setup a work order in your Production Manager.

Cost Product
-1 Ceramic

-1 Cork

-1 Chlorine

-1 Clean Bottle

+1 Purified Water

Purified Water Production Cascade[edit | edit source]

WaterPurificationUnit2.png
Step 1: Seawater Schematic

(Active Services)

Step 2: Salt Schematic

(Active Services)

Step 3: Salt Products Schematic

(Chemical Factory)

Step 4: Purified Water

(Active Services)

-1 Liquid Fuel +1 Seawater -1 Seawater +4 Salt -1 Dirty Water

-5 Salt

-2 Energy Cell

-2 Ceramic

-1 Copper

Salt Products:

+2 Chlorine

+2 Sodium

+2 Hydrogen

-1 Ceramic

-1 Cork

-1 Chlorine

-1 Clean Bottle

+1 Purified Water

If you want to go for producing Purified Water (especially in Desolation Mode) is your choice.

Exploration of certain Locations, Trading Skill and other Ways (following the Main Quest Line) will yield to Purified Water too.

Salvaging Services[edit | edit source]

Architect > Basic Production > Yard X

Salvaging Cost Product Byproduct Byproduct (Random)
Wood -1 Liquid Fuel +100 Wood +1 Plastic +1 Assorted Scrap (Cork, Fiberglass, Plastic, Steel)
Steel -1 Liquid Fuel +50 Steel +1 Aluminum +1 Miscellaneous Scrap (Aluminum, Copper, Rubber, Steel)
Concrete -1 Liquid Fuel +25 Concrete +1 Glass +1 Mixed Scrap (Asbestos, Ceramic, Concrete, Glass)
Junk -1 Common Tool +20 Packing Material +1 Basic Circuitry +1 Junk

Wild Plants Services[edit | edit source]

Main article: Settler Mission

Arichtect > Farming & Supplies > Wild Plant Garden (Dry/Humid)

Both services will yield Wild Plants but you will need highly skilled Settlers (Survival Level 3) in order to build a Wild Plant Garden.

Service Cost Product
Wild Plants

(Dry)

-1 Fertilizer

-1 Nitrogen

-1 Potassium

+1 Random Wild Plant (Dry)
Wild Plants

(Humid)

+1 Random Wild Plant (Humid)

Passive Services Menu[edit | edit source]

Passive Services scale based on the amount of corresponding buildings or the buildings rating.

Passive Services do NOT require Work Orders and run automatically non-stop.

You will need the appropriate ingredients though. Fish will require Fishing Bait and Fertilizer Compost.

# Service Ingredients Production Architect(Workshop) Building Limit
1 Income(Vendor Credits) ? ? Income & Entertainment Vendor Stalls

Income Bonuses

?
2 Supply Kits 20 Food Rating

20 Water Rating

+1 Supply Kits Farming & Supplies Plants

Water

Rating, Population, Trailblazer
3 Brahmin Milk -1 Milk Brahmin Farm +2 Brahmin Milk Basic Production Milk Brahmin Brahmin Milk Certificate
4 Fish -1 Fishing Bait +1 Random Fish Basic Production Fishing Trap 4 per Settlement
5 Power Units -1 Power Surplus Converter +2 Power Units Basic Production Power Surplus Converter None
6 Fertilizer -20 Compost +1 Fertilizer Farming & Supplies Farming Workbench 2 per Settlement
7 Compost ? ? Farming & Supplies Farming Workbench 2 per Settlement
8 Research Material -1 Research Building +10 Research Material Research Research Building 2 per Settlement
9 Crude Oil -1 Small Oil Well +x Oil Mining & Oil Small Oil Well 3 per Settlement

Other Services[edit | edit source]

Crops[edit | edit source]

Crops.png

Crop production is split into three parts. The first service is showing you statistics about your Crop Production. The other two services help you fertilizing and domesticating Crops.

1) Crops[edit | edit source]

Main articles: Crops, Crop production

This menu is all about Crop statistics.

Your maximum yield and your Crop Stability.

Every 20 Rating yield 1 surplus crop. Fertilizer can double you Rating's yield.

Partial yield is rolled over to the next cycle.

A production cycle (+X surplus) will take around 90 minutes real-time.

2) Crop Fertilizing[edit | edit source]

Crop Fertilizing will boost your Crops Surplus or in other words will higher your crop Rating by +1 per 20 Crop Rating.

A 6 Row Crop plant will yield a Crop Rating of 6.

You will need a crop rating of 20. 2x fertilized 6 Row Plants will yield to 24 crop rating or 1 surplus crop (20 Crop Rating). If you have a crop stability of 100%!

If your crop stability is lower your crop surplus can yield to compost like items (rotten fruits, vegetables).

In the early game this is a powerful backup strategy to get an efficient crop production. Later on you will want to switch to auto-planters (Workshop: Technology Level 4).

A production cycle (+X surplus) will take around 90 minutes real-time.

Cost Production
-1 Fertilizer +1 Crop

3) Plant Nursery[edit | edit source]

Main article: Plant Nursery

You lack Crops to plant? You will want to domesticate then.

You can domesticate Wild Plants and/or produce Compost with this service. Even Fresh Crops and Warwick Crops.

In the early game this is basically quite usefull even though you can buy or find certain plantable crops. You will want at least 3 crops to start planting.

Set your workorder at least to 3 (if you lack any Crops of that type) this is all you need. Some Wild Plants are better saved for certain Recipes.

A production cycle (+X surplus) will take around 90 minutes real-time.

Cost Product
-60 Wood

-1 Acid

-1 Fertilizer

+30 Compost
-1 Bone

-1 Fertilizer

-1 Wild Plant X

+1 Crop Y

Mining[edit | edit source]

MiningMineralDeposits.png
Main article: Mining

First make a "Local Mineral Deposit" scan of your settlement.

This Sevice is on the bottom of your Production Manager and reveal statistics about possible Ore and Oil yields.

0-1 yield per cycle is possible. Not every Settlement is rich on all Materials and not every Settlement is rich at all.

0.3 - 0.5 is good already, 1.0 is very (!) rare.

A production cycle (+X surplus) will take around 30 minutes real-time.

Materials - Raw Ore Processing (Small Extractor)[edit | edit source]

Cost Product
-1 Liquid Fuel +X Ore: Y

Materials - Ore Processing (Arc Furnace)[edit | edit source]

# Ingredient 1 Ingredient 2 Product 1 Product 2 Product 3 (Rare Ore Materials)
1 -1 Anthracite -5 Packing Material +10 Refined Coal +10 Carbon +1 (Hydrogen, Nitrogen, Oxygen, Sulfur)
2 -1 Basalt -2 Carbon +10 Gravel +5 Sodium +1 (Potassium Nitrate, Salt, Silicon, Titanium)
3 -1 Limestone -2 Carbon +10 Gravel +5 Calcium +1 (Calcium, Lead, Phosphorus, Silver, Uranium)
4 -1 Granite -2 Carbon +10 Gravel +5 Tin +1 (Aluminum, Copper, Lead, Tungsten)
5 -1 Magnetite -2 Carbon +10 Iron +5 Magnetite Powder +1 (Gold, Graphite, Lead, Zinc)
6 -1 Quartzite -2 Carbon +8 Gravel +4 Silicon +1 (Emerald, Garnet, Mercury, Zirconium)
7 -1 Chromite -2 Carbon +9 Iron +3 Chromium +1 (Asbestos, Diamond, Magnesium, Sapphire)
8 -1 Laterite -2 Carbon +9 Iron +3 Nickel +1 (Aluminum, Beryllium, Platinum, Ruby)
9 -1 Dolomite -2 Carbon +6 Calcium +3 Magnesium +1 (Copper, Lead, Zinc, Topaz)

Materials - Services (Arc Furnace)[edit | edit source]

Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4 Ingredient 5 Product
-8 Aluminum -6 Iron -8 Silicon -2 Refined Coal -2 Oxygen +1 Alloy: Aluminum [Grade-1]
-2 Alloy: Aluminum [Grade-1] -4 Lead -5 Copper -2 Refined Coal -2 Oxygen +1 Alloy: Aluminum [Grade-2]
-8 Steel -3 Lead -4 Silicon -2 Refined Coal -2 Oxygen +1 Alloy: Steel [Grade-1]
-2 Alloy: Steel [Grade-1] -2 Boron -2 Copper -2 Refined Coal -2 Oxygen +1 Alloy: Steel [Grade-2]
-8 Titanium -4 Nitrogen -4 Iron -2 Refined Coal -2 Oxygen +1 Alloy: Titanium [Grade-1]
-2 Alloy: Titanium [Grade-1] -4 Tin -2 Copper -2 Refined Coal -2 Oxygen +1 Alloy: Titanium [Grade-2]
-50 Iron -2 Oxygen -2 Carbon +50 Steel
-10 Uranium -4 Silver -2 Liquid Fuel -5 Lead +1 Nuclear Material

Oil[edit | edit source]

First make a "Local Mineral Deposit" scan of your settlement.

This Sevice is on the bottom of your Production Manager and reveal statistics about possible Ore and Oil yields.

0-1 yield per cycle is possible. Not every Settlement is rich on all Materials and not every Settlement is rich at all.

0.3 - 0.5 is good already, 1.0 is very (!) rare.

A production cycle (+X surplus) will take around 30 minutes real-time.

Schematics (Small Oil Well)[edit | edit source]

Cost Product
-1 Small Oil Well +0.10 - +1.00 Crude Oil

Schematics (Refinery)[edit | edit source]

Cost Product
-5 Crude Oil

-10 Steel

+3 Liquid Fuel

+1 Oil

+1 Crude Oil Yield (Carbon, Plastic, Sulfur, Wax)

-1 Nuclear Material

-10 Bone

-2 Fertilizer

-10 Ceramic

+10 Crude Oil

Crude Oil Yield is random. As of Horizon 1.8.0.BETA-7 Hangmans Alleys is always very rich on Crude Oil yields.

Factories[edit | edit source]

Main article: Factories

Factories will save a lot of time playing care taker in the wasteland. These are also the source for producing "unlimited" ammunition if you now how to maintain an ongoing supply line.

Most factories have high technology levels. You can bypass the limiter by building "leased" buildings (Architect > Leasing > Leased Utility). Leased Utility buildings are available at Workshop Technology Level 3.

A production cycle (+X surplus) will take around 15 minutes real-time.

Parts Factory[edit | edit source]

Main article: Parts Factory

"x" equals the number of factories built. (?)

Schematic Cost Product
Gears -40 Mixed Alloy Scraps

-2 Oxygen

-1 Oil

-1 Liquid Fuel

+x Gear
Screws +x Screws
Springs +x Springs

A production cycle (+X surplus) will take around 15 minutes real-time.

Textiles Factory[edit | edit source]

Main article: Textiles Factory

For now only 1 Schematic is available.

Cost Product
-2 Wood

-1 Plastic

+1 Packing Material

A production cycle (+X surplus) will take around 15 minutes real-time.

Chemical Factory[edit | edit source]

Main article: Chemical Factory

Posting all the Schematics in Detail would explode the article so follow the link to the Main Article.

In short a Chemical Factory will produce base components for ammunition, pharmaceuticals and nutrition.

  • Schematic: Nitric Acid (used for various recipes)
  • Schematic: Smokeless Powder - Requires: Workshop Tech Level 6 and Ballistics Skill 100
  • Schematic: Explosive Material - Requires: Workshop Tech Level 6 and Explosive Skill 100
  • Schematic: Pharmaceuticals
  • Schematic: Yeast
  • Schematic: Alcohol (Vodka)
  • Schematic: Alcohol (Rum)
  • Schematic: Alcohol (Whiskey)
  • Schematic: Alcohol (Beer)
  • Schematic: Ballistic Fiber - Requires: Either Settler Skill: Craftsmanship 4, -or- Chemistry Skill 140
  • Schematic: Bone to Calcium/Phosphorus - Requires either Settler Skill: Engineering 4, -or- Chemistry Skill 140

Tech Factory[edit | edit source]

Main article: Tech Factory

A production cycle (+X surplus) will take around 15 minutes real-time.

Cost Product
-20 Power Unit

-2 Advanced Circuitry

-60 Mixed Alloy Scraps

-8 Copper

-5 Zinc

+100 Energy Cells

Research[edit | edit source]

Main article: Research

Adds +10 Research Rating and +5 Bonus Happiness.

Limit: 2 per settlement.

(Updated as of Horizon 1.8.0.BETA-7)