YouDoNotKnowMyName Posted October 29, 2020 Share Posted October 29, 2020 Good evening everybody! This is something that I wondered for a long time: How does the game know what static objects are "scrappable" in workshop mode? Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 Add a scrap recipe for them.But it won't work on things that are part of some precombine. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 29, 2020 Author Share Posted October 29, 2020 There is no option to add a "scrap recipe" to a static object. This is one of the destroyed houses in Sanctuary that I know for sure can be scrapped.But nothing like that shows up ...No "scrap recipe" .... Link to comment Share on other sites More sharing options...
niston Posted October 29, 2020 Share Posted October 29, 2020 The scrap recipes are constructible objects with the proper "Recipe Filter": Set the "Created Object" to the thing you want to be able to scrap and edit the "Required Item List", which determines what will be returned from scrapping. Link to comment Share on other sites More sharing options...
PJMail Posted October 29, 2020 Share Posted October 29, 2020 And the "Created Object" can be a formlist of a lot of objects that return the same scap. The Game uses these a lot for original scrap in settlements. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 29, 2020 Author Share Posted October 29, 2020 Ohhh..I thought "Constructible object" was only for craftable objects ...Well, there is another thing in the CK that does not make any sense ... But thanks for letting me know that the "Constructible object" thing works "in both ways" ... Link to comment Share on other sites More sharing options...
VIitS Posted October 29, 2020 Share Posted October 29, 2020 Anything with a regular crafting recipe is also scrappable. However, the amount of components specified in a scrap recipe is exactly what scrapping it will yield, while the amounts listed in a regular build recipe is what it would cost to build it, and the amount you get from scrapping is dependent on the multiplier for that component. So you get a different percentage back for something like glass than you do for nuclear material. Those globals are linked to the different Component records, and used for non-scrap recipes. The thing that differentiates between regular and scrap recipes is the WorkshopRecipeFilterScrap shown in the above image. Things with a scrap recipe (even if they also have a regular recipe) will not be movable once placed in build mode (unless you have something like Place Everywhere) and will have a yellow outline rather than green. Link to comment Share on other sites More sharing options...
niston Posted October 30, 2020 Share Posted October 30, 2020 Furthermore, there is the UnscrappableObject keyword to make anything that has it unscrappable. Lets you selectively prevent stuff from being scrapped, even if that same stuff generally is scrappable elsewhere.I made a small script that lets me add it to any reference I want. Link to comment Share on other sites More sharing options...
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