I've seen more BoS patrols around than I have Minutemen, to say nothing of the fact that a BoS Knight with a Minigun is way better prepared to fend off attacks against settlements than a few Minutemen.
BoS "shaking down" farms for food is easily one of the most benign activities they engage in, considering they're actively trying to defend the (human, and human only) inhabitants of the Commonwealth.
(Also, not actively seeing BoS protecting settlements or whatever could be attributed to the same game limitations that result in the general of the Minutemen personally defending every settlement in the Commonwealth effectively by himself)
It's benign until the people might want to...I dunno have more of their own food?
You're told to get that food, any way you can. And minutemen turn up at settlements to defend ghoul or human. BoS don't, it's no limitation of the engine it was by design.
The only "defending" the BoS do is to fight towards locations, presumably for their tech. It's actually one of the really good bits of story telling the game does without saying a word.
If you read the terminals on the BOS ships they talk about using their vertibirds defending settlements and caravans to earn good will from the locals and demonstrate they are the friendly eye in the sky.
BOS obviously aren't perfect but I don't see any other group capable of creating law and order from the mess that is the Commonwealth.
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
I've seen more BoS patrols around than I have Minutemen, to say nothing of the fact that a BoS Knight with a Minigun is way better prepared to fend off attacks against settlements than a few Minutemen.
BoS "shaking down" farms for food is easily one of the most benign activities they engage in, considering they're actively trying to defend the (human, and human only) inhabitants of the Commonwealth.
(Also, not actively seeing BoS protecting settlements or whatever could be attributed to the same game limitations that result in the general of the Minutemen personally defending every settlement in the Commonwealth effectively by himself)
It's benign until the people might want to...I dunno have more of their own food?
You're told to get that food, any way you can. And minutemen turn up at settlements to defend ghoul or human. BoS don't, it's no limitation of the engine it was by design.
The only "defending" the BoS do is to fight towards locations, presumably for their tech. It's actually one of the really good bits of story telling the game does without saying a word.
If you read the terminals on the BOS ships they talk about using their vertibirds defending settlements and caravans to earn good will from the locals and demonstrate they are the friendly eye in the sky.
BOS obviously aren't perfect but I don't see any other group capable of creating law and order from the mess that is the Commonwealth.
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
At the start of the game the BOS is in pretty bad shape too.
Does the airship show up if you don't help the BOS with the transmitter quest?
0
Fondor_YardsElite Four Member: HydraRegistered Userregular
So for a melee build I should make a bee line right for the axe at the beginning?
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I've seen more BoS patrols around than I have Minutemen, to say nothing of the fact that a BoS Knight with a Minigun is way better prepared to fend off attacks against settlements than a few Minutemen.
BoS "shaking down" farms for food is easily one of the most benign activities they engage in, considering they're actively trying to defend the (human, and human only) inhabitants of the Commonwealth.
(Also, not actively seeing BoS protecting settlements or whatever could be attributed to the same game limitations that result in the general of the Minutemen personally defending every settlement in the Commonwealth effectively by himself)
It's benign until the people might want to...I dunno have more of their own food?
You're told to get that food, any way you can. And minutemen turn up at settlements to defend ghoul or human. BoS don't, it's no limitation of the engine it was by design.
The only "defending" the BoS do is to fight towards locations, presumably for their tech. It's actually one of the really good bits of story telling the game does without saying a word.
If you read the terminals on the BOS ships they talk about using their vertibirds defending settlements and caravans to earn good will from the locals and demonstrate they are the friendly eye in the sky.
BOS obviously aren't perfect but I don't see any other group capable of creating law and order from the mess that is the Commonwealth.
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
At the start of the game the BOS is in pretty bad shape too.
Does the airship show up if you don't help the BOS with the transmitter quest?
...its not cheating on my recently murdered wife to date Curie right? It's not like shes a real woman! It's like masturbation!!
It's only "Until death do you part." So you're good!
Derrick on
Steam and CFN: Enexemander
+1
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
In some kind of weird attempt to derive character agency out of this mess of a plot, I'm still undecided as to who Wasteland Tony Stark should ally with.
So for a melee build I should make a bee line right for the axe at the beginning?
You don't really need to no. Its better, but not that much better than a swatter. Its not as good (imo) as a super sledge or an upgraded [smith 2] sledgehammer(which will have the DPS of an unmodified super sledge) but its pretty close until you upgrade the super sledge.
For some reason I can no longer command or move Sturges in workshop mode in Sanctuary Hills. He doesn't even get highlighted when I try to select him in build mode. I noticed this after the molecular quest when I attempted to assign him to a scrapping station, it may be related to that since I choose him for that quest.
So for a melee build I should make a bee line right for the axe at the beginning?
odly I found machetes or sabers to be better at least till i got a super sledge. Other than the fact that it's faster to attack, you can que up a lot of hits in VATS which is important unless you're in a power suit and have a super sledge.
First, you want to minimize the amount of holding down that you do. You want short, efficient bursts. You can travel laterally and slightly up for a very long distance without any chemical help. With my low agility build, I use about 5 ap per burst.
Now, add in chems and things get REALLY interesting. As mentioned, Jet Fuel helps. The Jet Effect itself helps quite a bit. I haven't tested it extensively, but I could do the short burst hops for free while under the effects. Ultra Jet is obviously the best for this, because it boosts your AP.
Now, if you want to go full Iron Man, then start making Mirelurk Omelets. They give an INSTANT 50 AP on consumption. You can fly for as long as you have them in stock, and if you're only burning 5 AP per hop (or free, depending on what chems you're using) then you can see how far this will get you. Look through your AID list for things that restore AP, increase AP regeneration, and apply the Jet effect.
Oh, also this one BIG hint- your flight will conserve forward momentum, so it's best to get a quick running start before you start the bursts (as few as possible to conserve AP). I use the overdrive leg mods for this, and it works beautifully.
To be quite honest, I haven't extensively tested this because there isn't really a need. Just using the short burst method gets me where ever I want to go, and adding the chems just makes it easier.
Making my first action with curie as a human to dress her in the grognar the barbarian outfit with axe?
Yes. All decent people will immediately dress her in a lab coat.
I was looking for screenshots earlier and I stumbled across this youtube video preview image:
Poor Curie. "Is this really what most humans wear? Yes? Ok, if you say so..."
She really dissapointed me tonight. I was exploring a vault with her, and stood still a few seconds....she pulls out a cigarette and starts smoking! she really should know better being a doctor.
First, you want to minimize the amount of holding down that you do. You want short, efficient bursts. You can travel laterally and slightly up for a very long distance without any chemical help. With my low agility build, I use about 5 ap per burst.
Now, add in chems and things get REALLY interesting. As mentioned, Jet Fuel helps. The Jet Effect itself helps quite a bit. I haven't tested it extensively, but I could do the short burst hops for free while under the effects. Ultra Jet is obviously the best for this, because it boosts your AP.
Now, if you want to go full Iron Man, then start making Mirelurk Omelets. They give an INSTANT 50 AP on consumption. You can fly for as long as you have them in stock, and if you're only burning 5 AP per hop (or free, depending on what chems you're using) then you can see how far this will get you. Look through your AID list for things that restore AP, increase AP regeneration, and apply the Jet effect.
Oh, also this one BIG hint- your flight will conserve forward momentum, so it's best to get a quick running start before you start the bursts (as few as possible to conserve AP). I use the overdrive leg mods for this, and it works beautifully.
To be quite honest, I haven't extensively tested this because there isn't really a need. Just using the short burst method gets me where ever I want to go, and adding the chems just makes it easier.
I tried drinking a nuka cola (also gives you flat AP) and it did nothing while in the air. With double overdrive i can go a good long ways in burst. But that isn't what i wanted to use it for, i wanted to use it to airdrop into enemies, and the low height makes that a lot harder
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
The game does a poor job of communicating this, but I think you are supposed to be the Minutemen, and also everyone at every settlement you build. You're not meant to think of it as just one lame dude, it's whatever you make of it. Really there should be options for you to set up Minutemen patrols so you can see more of them in action out in the wasteland, maybe each patrol could provide some ambient defense and happiness to all your settlements? And the people you meet would be your actual settlers in uniform and not just randoms.
If you think of the Minutemen as the sum total of all your settlements, you probably have a larger fighting force than any other group in the game. There are 30 settlements in the game, with a minimum of 10 settlers per location you can easily have more people you could consider Minutemen than than all three major factions combined.
They're kind of like the Yes Man choice in New Vegas, but with people backing you up instead of robots. And inherently good-aligned because you can't really be evil.
Making my first action with curie as a human to dress her in the grognar the barbarian outfit with axe?
Yes. All decent people will immediately dress her in a lab coat.
I was looking for screenshots earlier and I stumbled across this youtube video preview image:
Poor Curie. "Is this really what most humans wear? Yes? Ok, if you say so..."
She really dissapointed me tonight. I was exploring a vault with her, and stood still a few seconds....she pulls out a cigarette and starts smoking! she really should know better being a doctor.
I've read that this is actually considered a bug and shouldn't be happening!
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
The game does a poor job of communicating this, but I think you are supposed to be the Minutemen, and also everyone at every settlement you build. You're not meant to think of it as just one lame dude, it's whatever you make of it. Really there should be options for you to set up Minutemen patrols so you can see more of them in action out in the wasteland, maybe each patrol could provide some ambient defense and happiness to all your settlements? And the people you meet would be your actual settlers in uniform and not just randoms.
If you think of the Minutemen as the sum total of all your settlements, you probably have a larger fighting force than any other group in the game. There are 30 settlements in the game, with a minimum of 10 settlers per location you can easily have more people you could consider Minutemen than than all three major factions combined.
They're kind of like the Yes Man choice in New Vegas, but with people backing you up instead of robots. And inherently good-aligned because you can't really be evil.
There are also just random minutemen securing certain points on the map. In my game, they took over Skylines Flight 1981, and a restaurant south of Fallon Department Store, off the top of my head.
It's usually a lot faster just to kill whatever's attacking me.
Plus I didn't realize the pacification was limited. I usually end up having to kill the thing anyway when it turns hostile again a minute later.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
So I guess companions use ammunition now? I gave Deacon a wounding 10mm but I'm constantly funneling ammo to him. I suppose the game would be pretty broken if I just gave every companion a missile launcher and one rocket, but I'd like them to keep using the guns I give them at least.
Battletag: Threeve#1501
PSN: Threeve703
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Are energy weapons still in their own special weapons class or will they benefit from the other gun perks like Rifleman/Gunslinger/Commando? The fact that they no longer have their own skill is a new thing.
Are energy weapons still in their own special weapons class or will they benefit from the other gun perks like Rifleman/Gunslinger/Commando? The fact that they no longer have their own skill is a new thing.
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Welp I was just looking up who all the companions were when I ran into a gigantic spoiler about one of them. Not mad or anything, but be forewarned if you're still looking for people out there.
So I get to the Institute via the Railroad questline. I have Institutionalized (talk to the 4 division heads) and Underground/Undercover (smuggle out a bunch of synths).
I advance Underground/Undercover to the point where I would need to leave the to get the password. I get Virgil's serum. Then I finish talking to the division heads. As soon as I finish talking to the last one (Ayo), I get a notice that I've completed Institutionalized, failed Underground/Undercover, and immediately all the Institute npcs become hostile.
I tried reloading from earlier spots, thinking I screwed up some dialog somewhere, but the results are always the same. If I leave the Institute I'm locked into the Minutemen questline. And if I try to return the serum to Virgil I get a quest failure as soon as I enter his cave, and he is hostile to me. Is it because I repaired the artillery at the Castle, which is the last thing I did for the Minutemen earlier in the game?
That is incredibly bizarre. I did the same stuff in the same order you did, including the Minutemen stuff, and had zero problems.
Chances are it's some random-ass bug with a script somewhere.
- The Four Horsemen of the Apocalypse (2017, colorized)
0
Fondor_YardsElite Four Member: HydraRegistered Userregular
So I guess companions use ammunition now? I gave Deacon a wounding 10mm but I'm constantly funneling ammo to him. I suppose the game would be pretty broken if I just gave every companion a missile launcher and one rocket, but I'd like them to keep using the guns I give them at least.
Pretty sure companions have always needed ammo, other then their default weapon.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
That's odd... I didn't have a lot of agility on my character and I could easily Jet pack on to roofs or crash in to enemies.
Does carrying a lot of stuff effect how high you fly maybe?
It just doesn't feel like i get high enough to make it 40k
As an aside: Small redemption for the junk jet. If you put the flame attachment on it, and load it up with skulls(or Basketballs) it will shoot flaming skulls and/or basketballs. So you can roleplay the ghostrider and/or Scottie Pippen from NBA Jam.
I have just realized that i had forgotten about a particular sniper rifle which does quite high damage.
I believe that the Laser Muskets damage is "per charge". So a 2 charge capacitor would do 64 damage when charged twice. And so a 6 charge Laser Musket would do 192 damage when charged 6 times, making it the most potent sniper weapon besides the Gauss rifle.
So I guess companions use ammunition now? I gave Deacon a wounding 10mm but I'm constantly funneling ammo to him. I suppose the game would be pretty broken if I just gave every companion a missile launcher and one rocket, but I'd like them to keep using the guns I give them at least.
It's always worked like this. Companions only have magical infinite companion ammo for their default companion weapon if it happens to be a gun. Anything else requires them to use actual ammo.
If ammo is a serious concern and you don't feel their default weapon is enough, you can stick melee weapons on anyone to good effect.
As an aside: Small redemption for the junk jet. If you put the flame attachment on it, and load it up with skulls(or Basketballs) it will shoot flaming skulls and/or basketballs. So you can roleplay the ghostrider and/or Scottie Pippen from NBA Jam.
FROM DOWNTOWN!!
Commander Zoom on
Steam, Warframe: Megajoule
+1
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Unfortunately, any companions with slow firing weapons (Preson, Deacon, MacCready) can't hit shit
The companions with faster firing weapons have garbage-ass accuracy too, but they shoot enough that they still actually contribute some damage
The "bonus companion damage" perk actually makes some of the faster firing companions do a lot more damage. I imagine Cait plus a sledge is actually pretty powerful
It's usually a lot faster just to kill whatever's attacking me.
Plus I didn't realize the pacification was limited. I usually end up having to kill the thing anyway when it turns hostile again a minute later.
If you get the second level, you can tell them to go berserk on everything EXCEPT you. Which is implemented as them being turned into an ally and attacking everything else. I have been abusing this by running in and targeting the biggest supermutant or raider in a pack, turning him onto my side, then hiding behind a wall until the bullets stop. I don't get XP for the kills, but I S/L until I get my 600% quest XP (~1100 - 2000) for quest turn ins.
I'm in the mid 40s now and have just barely made it to Diamond City just doing Radiant Quests over and over again.
Oh, and it doesn't wear off. They permanently sit in the area, defending it. Although if you fast travel away and back they re-aggro.
There seems to be a bug where if you attack them after doing this, they do not aggro on you. Dogmeat seems to cause them to do so, however. But what I end up just doing is grabbing a knife and carving VAULT DWELLER WAZ ERE on their backsides.
Welp I was just looking up who all the companions were when I ran into a gigantic spoiler about one of them. Not mad or anything, but be forewarned if you're still looking for people out there.
I know EXACTLY what spoiler you're talking about, too. Got me as well.
Do you have to provide settlers with ammunition as well? 'cause that seems tedious.
I want my settlements to be well-defended, but I don't have time to go around replenishing their shit every 15 minutes just so they don't keep using pipe pistols.
Do you have to provide settlers with ammunition as well? 'cause that seems tedious.
I want my settlements to be well-defended, but I don't have time to go around replenishing their shit every 15 minutes just so they don't keep using pipe pistols.
As with companions they have a base weapon they can use indefinitely.
Do you have to provide settlers with ammunition as well? 'cause that seems tedious.
I want my settlements to be well-defended, but I don't have time to go around replenishing their shit every 15 minutes just so they don't keep using pipe pistols.
As long as a settler has at least one of any ammo, they should have unlimited ammo of that type.
Apparently somebody did try it out, or so they say.
Unique weapons that get their effect from a mod-part that can be removed can combine that effect with a standard legendary item-frame, at least in some cases.
Is there a reason why Tatos don't spill into my workbench at the same rate as other produce? I've already shifted production of several settlements to Tatos, but I still need to harvest them myself, if I want to make Vegetable Starch.
That wasn't the case in my first playthrough. Odd.
Is there a reason why Tatos don't spill into my workbench at the same rate as other produce? I've already shifted production of several settlements to Tatos, but I still need to harvest them myself, if I want to make Vegetable Starch.
That wasn't the case in my first playthrough. Odd.
Yeah there's some weird aspect of it like it's based on the order that you plant, so if you planted the tatos first and enough other stuff that they fill your stock to a certain point, you won't get anymore. Like the last thing you plant is the first thing that builds up.
I noticed this after leaving the workbench alone for long periods of time...after a while it just stops accumulating stuff.
And one time I put a bunch of nuka cola in the workbench because crafting (chemistry etc.) can draw directly from it...purified water stopped being stored in there. Because the game considered the surplus beverages to be "enough." Took the cola out and the water started filling back in.
Posts
I was looking for screenshots earlier and I stumbled across this youtube video preview image:
Poor Curie. "Is this really what most humans wear? Yes? Ok, if you say so..."
and found this:
This is truly a dark timeline.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
If you read the terminals on the BOS ships they talk about using their vertibirds defending settlements and caravans to earn good will from the locals and demonstrate they are the friendly eye in the sky.
BOS obviously aren't perfect but I don't see any other group capable of creating law and order from the mess that is the Commonwealth.
The minutemen are down to a single person who can't even protect 4 other people, so they aren't worth anything.
PSN: Vorpallion Twitch: Vorpallion
At the start of the game the BOS is in pretty bad shape too.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
I'm thinking the Institute.
You don't really need to no. Its better, but not that much better than a swatter. Its not as good (imo) as a super sledge or an upgraded [smith 2] sledgehammer(which will have the DPS of an unmodified super sledge) but its pretty close until you upgrade the super sledge.
odly I found machetes or sabers to be better at least till i got a super sledge. Other than the fact that it's faster to attack, you can que up a lot of hits in VATS which is important unless you're in a power suit and have a super sledge.
There are a few tricks to it.
First, you want to minimize the amount of holding down that you do. You want short, efficient bursts. You can travel laterally and slightly up for a very long distance without any chemical help. With my low agility build, I use about 5 ap per burst.
Now, add in chems and things get REALLY interesting. As mentioned, Jet Fuel helps. The Jet Effect itself helps quite a bit. I haven't tested it extensively, but I could do the short burst hops for free while under the effects. Ultra Jet is obviously the best for this, because it boosts your AP.
Now, if you want to go full Iron Man, then start making Mirelurk Omelets. They give an INSTANT 50 AP on consumption. You can fly for as long as you have them in stock, and if you're only burning 5 AP per hop (or free, depending on what chems you're using) then you can see how far this will get you. Look through your AID list for things that restore AP, increase AP regeneration, and apply the Jet effect.
Oh, also this one BIG hint- your flight will conserve forward momentum, so it's best to get a quick running start before you start the bursts (as few as possible to conserve AP). I use the overdrive leg mods for this, and it works beautifully.
To be quite honest, I haven't extensively tested this because there isn't really a need. Just using the short burst method gets me where ever I want to go, and adding the chems just makes it easier.
She really dissapointed me tonight. I was exploring a vault with her, and stood still a few seconds....she pulls out a cigarette and starts smoking! she really should know better being a doctor.
They should have made a torn fake poster advertising (torn bit) LF-LIFE 3 out October 28th, 2077!!!!
I tried drinking a nuka cola (also gives you flat AP) and it did nothing while in the air. With double overdrive i can go a good long ways in burst. But that isn't what i wanted to use it for, i wanted to use it to airdrop into enemies, and the low height makes that a lot harder
Does carrying a lot of stuff effect how high you fly maybe?
The game does a poor job of communicating this, but I think you are supposed to be the Minutemen, and also everyone at every settlement you build. You're not meant to think of it as just one lame dude, it's whatever you make of it. Really there should be options for you to set up Minutemen patrols so you can see more of them in action out in the wasteland, maybe each patrol could provide some ambient defense and happiness to all your settlements? And the people you meet would be your actual settlers in uniform and not just randoms.
If you think of the Minutemen as the sum total of all your settlements, you probably have a larger fighting force than any other group in the game. There are 30 settlements in the game, with a minimum of 10 settlers per location you can easily have more people you could consider Minutemen than than all three major factions combined.
They're kind of like the Yes Man choice in New Vegas, but with people backing you up instead of robots. And inherently good-aligned because you can't really be evil.
I've read that this is actually considered a bug and shouldn't be happening!
There are also just random minutemen securing certain points on the map. In my game, they took over Skylines Flight 1981, and a restaurant south of Fallon Department Store, off the top of my head.
It's usually a lot faster just to kill whatever's attacking me.
Plus I didn't realize the pacification was limited. I usually end up having to kill the thing anyway when it turns hostile again a minute later.
PSN: Threeve703
Benefit from same perks.
PSN: Threeve703
That is incredibly bizarre. I did the same stuff in the same order you did, including the Minutemen stuff, and had zero problems.
Chances are it's some random-ass bug with a script somewhere.
- The Four Horsemen of the Apocalypse (2017, colorized)
Pretty sure companions have always needed ammo, other then their default weapon.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
It just doesn't feel like i get high enough to make it 40k
As an aside: Small redemption for the junk jet. If you put the flame attachment on it, and load it up with skulls(or Basketballs) it will shoot flaming skulls and/or basketballs. So you can roleplay the ghostrider and/or Scottie Pippen from NBA Jam.
I have just realized that i had forgotten about a particular sniper rifle which does quite high damage.
I believe that the Laser Muskets damage is "per charge". So a 2 charge capacitor would do 64 damage when charged twice. And so a 6 charge Laser Musket would do 192 damage when charged 6 times, making it the most potent sniper weapon besides the Gauss rifle.
It's always worked like this. Companions only have magical infinite companion ammo for their default companion weapon if it happens to be a gun. Anything else requires them to use actual ammo.
If ammo is a serious concern and you don't feel their default weapon is enough, you can stick melee weapons on anyone to good effect.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
FROM DOWNTOWN!!
Steam, Warframe: Megajoule
The companions with faster firing weapons have garbage-ass accuracy too, but they shoot enough that they still actually contribute some damage
If you get the second level, you can tell them to go berserk on everything EXCEPT you. Which is implemented as them being turned into an ally and attacking everything else. I have been abusing this by running in and targeting the biggest supermutant or raider in a pack, turning him onto my side, then hiding behind a wall until the bullets stop. I don't get XP for the kills, but I S/L until I get my 600% quest XP (~1100 - 2000) for quest turn ins.
I'm in the mid 40s now and have just barely made it to Diamond City just doing Radiant Quests over and over again.
Oh, and it doesn't wear off. They permanently sit in the area, defending it. Although if you fast travel away and back they re-aggro.
I know EXACTLY what spoiler you're talking about, too. Got me as well.
I want my settlements to be well-defended, but I don't have time to go around replenishing their shit every 15 minutes just so they don't keep using pipe pistols.
As with companions they have a base weapon they can use indefinitely.
As long as a settler has at least one of any ammo, they should have unlimited ammo of that type.
Unique weapons that get their effect from a mod-part that can be removed can combine that effect with a standard legendary item-frame, at least in some cases.
That wasn't the case in my first playthrough. Odd.
Yeah there's some weird aspect of it like it's based on the order that you plant, so if you planted the tatos first and enough other stuff that they fill your stock to a certain point, you won't get anymore. Like the last thing you plant is the first thing that builds up.
I noticed this after leaving the workbench alone for long periods of time...after a while it just stops accumulating stuff.
And one time I put a bunch of nuka cola in the workbench because crafting (chemistry etc.) can draw directly from it...purified water stopped being stored in there. Because the game considered the surplus beverages to be "enough." Took the cola out and the water started filling back in.