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Question Project Blueprint: Using c_Wood_scrap instead of c_Wood

Whisper

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TL/DR: Why do the Constructible Objects in Project Blueprint use c_Wood_scrap instead of c_Wood for their components?

This appears to cause situations where you have items which are made of un-scrapped wood or wood shipments in your inventory, yet you can't use them directly. Instead you find yourself having to build some wooden item (like the large prefab wooden shack) and scrap it, so you then have scrap wood to continue building with. (@woodfuzzy told me way back when that this would happen, and that this was the solution.)

This process wastes about half of the wood/steel used to make the shack - and that lost steel resource is a complete waste because you didn't want to use it. You wanted to use wood only.

So more detail. Apologies for the technical nuts'n'bolts nature of this question.

Late night/early morning mucking around in the CK, looking to make a recipe in a Constructible Object (for those who don't know, a recipe is used as the parts of making for eg a shack wall). I was trying to figure whether I should use c_Steel or c_Steel_scrap. Being tired I went looking and found this thread about the process and what you should use:

Difference Between c_Materiial and c_Material_scrap

I got my answer: always use c_Material, almost never use c_Material_scrap - and why. From the thread:
One is the raw broken down component, the other is a misc item that can break down to the raw component. Recipes will generally require the raw component instead of the misc item so that it offers to break things down for you.

IE if the recipe has component requirements for c_Copper and all you have are light bulbs it will ask to break those down into the copper and glass scrap components and then build your item.

If the recipe called for c_Copper_scrap then it would only accept already broken down copper parts. If you didn't already break down your light bulbs it would tell you you don't have materials. This is how my shipment notes building mod works. So it doesn't go in a loop breaking down the notes you just made.

The engine has predefined methods of calculating how much of each component you get back when scrapped. I used to have a spreadsheet listing it all but I seem to have lost it. Most are either 1/4 or 1/2 of the required materials for crafting. I think whoever made that recipe for DLC01_workshop_co_ScrapHospitalLights just mistakenly used c_Steel_scrap instead of c_Steel as most other Bethesda recipes always reference the component object not the misc item.

From what you seem to have witnessed and described you could probably get away with using the _scrap for scrap recipes. I would not use them for crafting recipes unless you want the behavior I noted above (only accepting pre-broken down materials).

It struck me: this is exactly the behavior exhibited when trying to build Project Blueprint items. I would run out of "wood" even though I had shipments of wood or wooden junk on hand - would have to build something wooden and scrap it - and then I would have "wood" to continue my construction process.

So I've just cracked open the ProjectBlueprintCOBJs_Sim.esp file in FO4Edit and found that it uses c_Wood_scrap rather than c_Wood:

c_Material.jpg


Is there a chance of having that process double-checked?

And if it does seem to cause this wasted time/resources as described: Perhaps having an FO4Edit script-guru create a script to sort through the COBJs and change all instances of c_Wood_scrap to c_Wood?

Cheers! :good
 
I remembered that I had the Red Rocket with nothing much in it and not connected to supply lines. So, some testing - first, with scrap wood and a shipment in it:
20190519182846_1 (Large).jpg

20190519182857_1 (Large).jpg

Note that I can make 92 of these items. ^^^

Next, put the 92 wood into another container and left only the wood shipment in the workshop:
20190519182911_1 (Large).jpg

20190519182951_1 (Large).jpg

Will not break down the shipment.

I have one more test in mind, back in a bit.
 
I tracked down the COBJ and changed it to use c_Wood for a test:
WoodTest.jpg

Now, I can construct it from the shipment only:
20190519194137_1 (Large).jpg

20190519194146_1 (Large).jpg

So...yeah. Soz if I'm being a pain in the a$$. :blush
 
One final test that just occurred to me - put the 92 scrap wood back into the workshop, got this:
20190519221539_1 (Large).jpg
20190519221542_1 (Large).jpg

Both the wood (shipment) and scrap wood are available for building.
 
I'd observed that PBP items only using wood rather than wood items for a long time, but just taken it as a price for simple added items. That last trick by adding the wood back in looks well worth trying out.
 
Yes. Bags not doing it for a couple thousand items though - it'll need to be adjusted via script (hopefully).
 
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