Fallout 76 Public Test Server · published
We hope you all have enjoyed the new Workshop UI, relaxed build rules, and the combat changes introduced in this Public Test Server (PTS) so far. We’ll continue to make more adjustments to the new UI and combat in future updates.
Miscellaneous
Floater Flamer and Floater Freezer grenade explosions no-longer damage enemies through walls.
Fixed an issue where Enclave Plasma Gun mods weren't dropping from Enclave events.
Fixed an issue which prevented some thrown weapons from scaling with player level.
Fixed an issue which prevented non-physical damage from being added via weapon mods (including some default mods on weapons such as the Plasma Cutter).
Note: This fix has the side-effect of significantly reducing damage dealt by Pain Train and some non-explosive thrown weapons - an additional fix will be introduced at a later date.
Adjusted the base damage for the following weapons
Submachine Gun: 52 -> 64
10mm SMG: 72 -> 59
Floater Gnasher Grenade (Poison DoT): 182 per second -> 140 per second
Floater Flamer Grenade (Fire DoT): 300 per second -> 257 per second
Adjusted the rate of fire for the following weapons:
Submachine Gun: +15%
10mm SMG: -10%
Adjusted the base range for the following weapons
Light Machine Gun: 132 -> 185
Minigun: 130 -> 175
.50 Cal Machine Gun: 103 -> 144
Submachine Gun: 109 -> 152
Gatling Gun: 137 -> 191
Adjusted the reload animations for the following weapons:
The Assault Rifle provided the highest damage-per-shot of the rifles and had the fastest reload speed. Today’s change helps ensure other rifles can compete and fit into their roles better.
Assault Rifle: Approx. 2.08s -> 3.02s
Radium Rifle: Approx. 3.57s -> 2.85s
Handmade: Approx. 3.03s -> 2.43s
Combat Rifle: Approx. 3.15s -> 2.68s
We've been listening to your feedback on Ultracite Ammo and Prime Receivers, and have taken a close look at where things stand today—and where we’d like to take them in the future.
To start, results from the PTS have made it clear: this change isn’t quite ready for prime time (pun absolutely intended).
While we’re still excited about the idea of Ultracite Ammo playing a more meaningful role in combat and exploration, we recognize that it needs a broader set of supporting changes to truly feel rewarding.
That said, there’s still a core issue we want to address from the original design: The flat damage increase creates a dominant choice, discouraging players from experimenting with other options.
Here's what we’re planning to do with this ammo type during the PTS:
Restore Ultracite Ammo to being part of Contextual Ammo.
Adjust Prime Receiver damage to match other top-tier receivers—no longer exceed them.
Retain bonus damage to Scorched enemies.
This brings Ultracite Ammo in line with other high-damage options without making them obsolete. While this is definitively a nerf, we feel that now, when so much of the playing field has shifted, is the right time to make this change.
BUT! Looking ahead...We’re committed to making Ultracite Ammo feel like a powerful, rewarding player choice—something that’s earned through exploration and overcoming tough challenges. We want it to feel valuable and impactful, not just a stat boost.
We’re open to your ideas on how to elevate this ammo type further, so tell us what would make it feel more special. Your feedback on the current experiment was extremely valuable, and we really appreciate the time that went into discussing it!
Note: We’re still in the process of making these changes, so they won’t be reflected in the PTS today. We will let you know when they arrive.
Improvements
Stored and Blueprinted categories added and now accessible.
Workshop: Accept button now correctly displays the “E” binding on the bar.
Refresh budget bars now trigger correctly when changing subcategories.
Automatically return to last selected Items Panel when switching from Edit mode.
Added visual indicator on the item thumbnails to show they have variants available.
Subcategories are now displayed in the variants header.
Fixes
Crash fix when placing items via Workshop handling.
Cannery can now be placed.
Jump functionality restored after switching back from Modify mode.
Mort's Edu-Tape #3 now correctly references the generator location.
Power requirements now display.
Budget Bar updates immediately after an item is placed.
We no longer display “Variant: None” for non-buildable objects like wallpaper and lock. Non-buildable objects display the Category name and Item Index.
The Minimize/Maximize Variants Panel options are properly labeled in the Options Menu.
Content Organization
New Additions:
Spooky Scarecrows added to the Holiday subcategory.
Doors have been reorganized into condensed lists:
Steel Doors
Wooden Doors
Steel and Wood Doors
Curtain Doors Stash Boxes have also been reorganized:
Suitcases
Metal Cabinets
To help your C.A.M.P building endeavors with the new Workshop UI and relaxed build rules we unlocked additional workshop items for all PTS players. Unlocking these items also meant that some prototype weapons, armor, and 4-Star Legendary Mods were revealed.
Thank you all for the feedback you’ve provided on these items so far.
As a general reminder, if you see something in the PTS that we don't specifically call out it's safe to assume that the content is not planned for the update that we're currently testing.
For the dwellers who dream of a C.A.M.P. of their own. A space that allows them to unabashedly express their identity. Those who leave their resources unlocked just in case there’s a dry-mouthed wanderer who needs a sip of water. Also, for those who enjoy creating extremely extravagant mazes, museums, and bringing the arts to Appalachia. We see you and we hope that this update allows you to further scratch that creative itch in your mind.
The C.A.M.P. building experience changes with this update. Relaxed Build Rules give you more freedom to build the way you want to build. We have also been testing out a new UI for the Workshop experience to make it easier than ever to find and keep track of the items you want.
All players who own a copy of Fallout 76 on Steam can participate in our PTS. Please note that progress from the PTS does not carry over into the live game. The Atomic Shop is also disabled during this testing period.
To install the PTS, open your Steam library, and install “Fallout 76 Public Test Server”.
Relaxed Build Rules are activated for Adventure Mode. Unleash your creativity by letting your C.A.M.P. items float, intersect with each other, or be unsupported!
Let’s go over some of the most common scenarios you’ll experience when building a C.A.M.P. and talk about how these new build rules will affect them.
Snapping Items
Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap.
Over-snapping is possible. Think of having a floor tile with an item attached to it. Two floor tiles can be placed on top of each other with one tile rotating the dresser to a different spot. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.
Placement Mode Toggles
Three placement modes are available to help you place items in your C.A.M.P. Snap Mode (Normal) – Place items the way you’re used to. Collision Mode – Items will not auto-snap but will consider collisions. Free Mode – No snapping and no collisions.
Placement Restrictions
While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.
Foundations
Items that used to require a foundation to be placed no longer have that requirement.
Power Cables
Can now be built even if the cable intersects with another object!
Blueprints
No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it. We expect that laxing the rules on adventure mode servers is going to allow you to create some truly amazing C.A.M.P.s and we need your help pushing things to the limit during this PTS.
Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.
To assist in your C.A.M.P. building endeavors, we’ve unlocked a lot of workshop items to give you more items to build with! These workshop items will NOT persist beyond the PTS. Please Note: The full functionality of Workshop 2.0 will not be available at the start of the PTS begins.
Features coming later in the PTS:
History Category
New
Recent
Blueprinted
Stored
Filter Options
These are currently grayed out.
New Main and Subcategories
One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.
The categories are:
Quests
Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
C.A.M.P. Pieces
Foundations
Porches
Floors
Walls
Roofs
Stairs
Doors
Columns
Fences
Shelters
Defense
Turrets
Traps
Barricades
Power
Generators
Power Connectors
Lights
Candles
Ceiling Lights
Fire
Lamps
Signs
Wall Lights
Resources
Crafting
Food
Water
Collectors
Producers
Utility
Instruments
Player Benefits
Services
Vending Machines
Furniture
Appliances
Beds
Seating
Shelves
Surfaces
Electronics
Decorations
Balloons
Clutter
Crockery
Entertainment
Fauna
Holiday
Lawn and Garden
Novelties
Outdoor
Rugs
Signs
Statues
Taxidermy
Toys
Vehicles
Wall Décor
Accents
Ceiling
Holiday
Mounted
Novelties
Signs
Tapestry
Wall Art
Wall Letters
Window
Storage
Stash Boxes
Additional Storage
Displays
Structure
Farm
Frontier
Industrial
Military
Modern
Rustic
Scavenger
Store
Dwellers (formerly Allies)
Allies
Pet Furniture
Pets
When looking through those categories you’ll also see the Variants Panel for your items so you can get a look at the piece before placing it. Please let us know how you feel about the categories and their current placement once you’re able to play with this new UI yourself!
Modify Menu
The Modify Menu, your main tool for customizing your C.A.M.P. has also received a facelift, providing direct access to editing features.
Edit Mode: Use this when you want to:
Pick up and move items
Scrap or store things you've already built
Wallpapers: Want to change the look of your walls? This lets you:
Add wallpaper to give your C.A.M.P. a fresh style
Remove wallpaper if you want to go back to basics
Locks: Keep your stuff safe! Use locks to protect:
Doors
Generators
Resource collectors
This helps prevent other players from taking your things.
Blueprints: Love your setup? Save it! Blueprints let you:
Save your creations
Place them again later, even if you move your C.A.M.P.
Workshop 2.0 Known Issues
Building & Placement Issues
Can't Place on Destroyed Objects: Players are unable to place new walls or roofs where a destroyed version of the same object still exists.
Blueprint Budget Bar Missing: The budget bar for blueprints is not visible, making it hard to track usage.
Placement Error Message Isn’t Clear: Sometimes, the red error message stays on screen even after the issue is resolved.
Icons: Some icons are missing in the Variants Panel
Jumping Bug: Jumping may be temporarily disabled in Build Mode after switching from Modify Mode if your last selected item supports wire attachments (like generators or lights). Toggling modes or exiting the workshop menu will restore normal controls.
Cannery: The Cannery current cannot be placed.
UI & Menu Bugs
Minimize/Maximize Labels Reversed: The options to minimize or maximize the Variants Panel do the opposite of what they say.
Button Bar Doesn’t Update: After trying to place a workbench in a blocked spot, the button bar shows the wrong options. Toggling modes or exiting the workshop menu will restore normal controls.
Power Requirements Missing: Some powered items don’t show their power needs in the item card.
Last week we gave an early look at the balancing changes arriving in this update. There’s a lot happening in the combat/perk space, so please take some time to read the article!
For those of you who have already given it a read and shared your early thoughts, thank you! To go along with the start of the PTS, the team wanted to make further adjustment to LMGs based on the conversations we’ve seen.
We are increasing the base damage of LMGs and introducing a way for you to craft 5.56, .308, or a .45 receiver on the weapon so you can pick the ammo the weapon uses based on your needs.
LMG Base Damage has been changed from 37 to 42.
LMGs found in the world will, by default, use the new “Standard” receiver which means the weapon uses 5.56 ammo.
Crafting a .308 receiver on an LMG will give you more damage at the cost of slowing down the weapons rate of fire.
Crafting a .45 receiver on an LMG will give you a higher rate of fire at the cost of lower damage. Prime versions of these receivers can be obtained from their standard locations. These changes will not affect your currently owned weapons. If you have a .308 receiver on your LMG it will remain .308 and won’t become a 5.56 receiver when you login.
Known issue: The dynamic naming on these with the different receiver mods has not been set up yet so it will read as LMG or Prime LMG depending on the mods. This will be addressed before this update release.
Please join our discord.gg/BethesdaStudios to share your thoughts!
We're restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.
Caravans will now reward all players with the same number of Supplies, regardless of who started the event.
You can now protect your favorite items by locking them. Lock your favorite items to protect them from accidental sale, scrap or trade! We’re excited to bring you this highly requested feature.
Add or remove a lock anywhere you can interact with items including:
Pip-Boy
Stash
Workbench
Ammo Box
Player to player trading
NPC vendors
Vending machines
Allies
Display cases
Corpses and loot bags
Note: Locking an item will not prevent loss of junk on death.