Update: This week's Fallout 76 patch brought along the highly anticipated increase to player stash limits, raising the weight limit from 400 pounds to 600. Filling your magic box with junk may now also take you a bit longer, due to a change to the way resource extractors work after the patch. These changes didn't originally appear in the patch notes, but have now been added. (I've added them to the notes below as well.)

Resource extractors placed at public workshops (or at mining nodes found throughout the world) will now harvest ore instead of scrap. This adds an extra step to the process, as ore needs to be smelted at a chem station before it can be used in crafting. Smelting requires acid, a component found in a number of items and creatures in the world, though (for me at least) it's one of those items often in short supply. Ore is also fairly heavy, and not the kind of thing you'll want to be carting around in your inventory while you search for spare acid to smelt it with.

In addition, the extractors will run a bit slower and hold fewer components. The revised patch notes reveal that "Resource Collector accrual rates and carrying capacities have been reduced for each resource, including Ammo and Fusion Core Collectors."

Original story: Fallout 76's next patch will be along on December 4, and the most notable fix it brings is to the stash limit. Player storage is being increased from 400 to 600 pounds, which will be a great relief to players who want to hold onto more loot and crafting resources. But there's also a change everyone should be aware of buried a bit further down in the patch notes: if you're AFK for 10 minutes you'll be disconnected from the server.

Just my opinion, but this is a little heavy-handed. I don't think players should be permitted to endlessly idle on a server, as it could cause problems for people trying to team up with a friend who might be on the same full server. But 10 minutes isn't much time, really, in a game where you might be in ownership of several public workshops that you'll lose if you get kicked. In a game where a session could last hours, players need to take breaks without losing the fruits of their labor, and while 10 minutes is enough time to use the bathroom or grab a snack it's still a pretty small window.

A warning will appear with one minute remaining, at least, and I assume players will be able to cleverly simulate keyboard or mouse activity if they're going to be gone for more than 10 minutes. But after the patch, I wouldn't stray too far from your desk if you've got some resource extractors busily farming fusion cores or aluminum.

You can see the rest of the Fallout 76 patch notes below. Past patch notes appear on the following pages.

General

Performance: PC framerates are once again uncapped. However, reaching very high framerates will no longer cause movement speed to increase. This was originally fixed in the November 19 patch.

Stability: The Fallout 76 game client and servers have received additional stability improvements.

Camp, crafting, and workshops

Stash: Maximum stash storage has been increased by 50%, to 600 pounds. This is a conservative adjustment, and we plan to increase the storage cap further in the future once we’ve verified this change does not impact the stability of the game.

Workshops: Higher-level Resource Collectors now generate Ore instead of Scrap. Ore can be smelted into varying amounts of the related type of Scrap using some Acid at a Chemistry Station.

Workshops: Resource Collector accrual rates and carrying capacities have been reduced for each resource, including Ammo and Fusion Core Collectors.

Balance

Enemies: XP rewards for killing high-level creatures have been reduced.

Bosses: Fixed an issue affecting instanced Boss loot. Players should now correctly receive 2-4 items per boss, depending on the creature’s difficulty and level.

Weapons: Automatic weapon damage has been increased by approximately 20% across the board.

PvP

Weapon Effects: Hitting another player with a Cryolator now applies a Chilled, Frosted, or Frozen status based on how many times they are hit. The duration of movement speed reductions applied by these effects have been significantly decreased.

Bug fixes

General

Power Armor: Fixed an issue affecting Power Armor frames that could prevent the player from exiting their Power Armor.

Nuke Silos: Flipboards inside Nuke Silos no longer display portions of launch codes too soon after the codes were reset for the week.

Camp, workshops, and crafting

C.A.M.P.: Moving C.A.M.P. locations will now correctly move standalone items built by the player into the build menu’s Stored tab.

Turrets: Will no longer become invisible if the player is not present at their C.A.M.P. when their turrets are destroyed.
Perks

Perk Cards: Ranking up a Perk Card will no longer cause a duplicate card to appear.
Social

Teams: Fixed an issue that could prevent a team from being correctly formed in a game world after creating the team on the Main Menu when both players are using new characters.

Teams: Display durations for social notification have been reduced when many notifications are pending. This should help address an issue in which players did not see that they successfully joined a team.

Survival

Mutations: The Electrically Charged and Unstable Isotope Mutations no longer provide the player with bonus Health.
User interface

AFK: Players will now be disconnected from a game world after 10 minutes of inactivity and will be prompted with a timer 1 minute before being kicked.

Atomic Shop: On PC, cursor position will no longer be disjointed from clicks in the Atomic Shop while using 16:10 resolutions.

Enemies: Red crosshairs and enemy health bars will no longer persist on-screen when an enemy is no longer in view.

Localization: Subtitles will now appear correctly, and English voiceover will play, for game clients in languages that do not have their own localized voiceover when listening to a Holotape or interacting with robots.

Pip-Boy: Fixed an issue that could cause duplicate data to appear in the Pip-Boy’s Stat and Effects interfaces.

Respawn: Dying while severely overencumbered will no longer remove all map markers when attempting to respawn. Instead, the player can now respawn at the nearest discovered Map Marker.

Quest Tracker: Quest objective notifications will no longer appear for inactive Quests immediately upon connecting to a world.