This page was last updated on 26 April 2025, 4:00PM
Changelogs
Version 1.2
Added ammo crafting recipes for the 2 new types of ammo from the Munitions 1.2 update: .455 caliber rounds and 5.7mm rounds.
Removed my entries adding lead components to a few items from official DLC so that I can clean up the required masters and not require any DLC.
Removed the condition from all recipes that checks for the Munitions global injected value--this means that all Munitions ammo types will always be available to craft, regardless of what is actually used/injected in your game. To clarify, there is no point in seeing or crafting Munitions ammo types that are not injected in your game, but I got too many confused comments asking why they couldn't see all the ammo crafting recipes, so I've given up trying to declutter the workbench...
Version 1.1
Added ammo crafting recipes for the 17 additional types of ammo from the Munitions 1.1 update
Recipes now check for the Munitions global injected value per ammo type, meaning the only ammo types types that will show up at the ammo workbench are the ones you're actually using. Thanks to d2allgr for the idea!
Changed crafting perk requirements to Gun Nut instead of Science for the Energy ammo types.
Standardized crafting components required per gun nut level per ammo archetype (ballistic, energy, etc.). There are a few outliers, such as the .50 caliber ball that requires only lead.
Adjusted explosive ammo construction recipes to produce x5 from x1. Revised crafting component requirements to reflect this change.
Added lead as a component to 24 miscellaneous items in Fallout 4 (paint cans, toy cars, etc.) just like they are in Fallout 76. This is an important adjustment as the recipes I'm creating consistently require lead as a crafting component, but lead is extraordinarly rare in vanilla Fallout 4.