Adding blocks to scrap mechanic is quite simple since you don't need to link to any meshes. But there are various values and functions you can write in depending on what type of block you'd like to make. Below are various functions you can write in your iles to modify the behavior of your block.
This adds a scrapping machine that can be built and powered at settlement to turn junk into components. You can either fill it with items you want to scrap into components, or you can configure it to turn all your existing junk in your workbench into components.
In addition to perks, you can learn armor mods by finding or buying plans, or by scrapping armor - and by learning how to craft "Pocketed" armor, you can increase the carry weight while that armor is equipped. You may even find modded pocketed armor on enemies you kill if you get lucky.
You may not realize it, but many junk items tend to weigh a LOT more than the base components they are made out of. For this reason, it's especially important NOT to store unscrapped junk in your stash. While the junk will be pulled for ingredients when crafting - it will still take up more space than its worth in the meantime, which can really tie things up.
After you've explored a location and are ready to move on, try to find a workshop on the property or one nearby to scrap your junk in as soon as possible. Then look for a location like a train station or Red Rocket truck stop to store your materials. If you can't find either, you can always drop your CAMP for a few caps, and do the same.
Fallout has a habit of throwing more weapons at you than you can handle - especially early in the game when taking on hordes of Scorched - or even Super Mutants. Weapons (as well as armor) tend to weigh a lot, and there is rarely a reason to hang on to more than a few different types in your inventory. When you find a suitable weapon, repair to full, and then start scrapping every duplicate of that weapon you find - as you'll start learning new mods to apply to your main weapon.
You'll also want to prioritize a few weapon types (a long range weapon, one or two short range weapons, and one melee weapon). Pick weapons types you intend to stick with to bolster with perks - and either stash or scrap the rest! For example: A sniper rifle with the Sharpshooter Perk, a non-automatic pistol with the Crackshot perk, and a two-handed axe with the Slugger perk are all you need to fight in a variety of situations, freeing your inventory to only need a Huntsman's Rifle, 10mm Pistol, and Fire Axe. If you start swapping out perks, swap out your weapons accordingly!
The one advantage junk has over its scrapped components is that you can sell junk to vendors, but most won't take base components. If you happen to be nearby a Train Station, wandering merchant, or another robot merchant, you may want to consider just selling items like Pre-War Money and cigars or heavy junk instead of adding more components to your pile.
When you loot everything you find, scrap everything you loot, and stash everything you scrap - you'll eventually start noticing a disproportionate amount of resources. Steel and wood can be found most everywhere - but other things like Adhesives tend to be a lot more rare and in-demand for things like repairs.
Much like in Fallout 3, scrap metal in Fallout: New Vegas can be turned in to various non-player characters for unmarked quests. It is also a useful alternative to a higher Repair skill when trying to repair certain objects.
In response, decarbonization measures such as establishing or switching to hydrogen-based (H2) steel production can be implemented either in forthcoming (greenfield) sites or existing (brownfield) facilities. 4 4. For example: retrofitting existing EAF plants for hydrogen-based steel production. The latter opportunity requires existing equipment to either be retrofitted or for the facility to possibly be completely rebuilt in order to implement a decarbonized production process. The optimal steps to decarbonization will differ by location and site, depending on the likes of technical feasibility, existing infrastructure, market demands, operating costs (ie, the price of renewable electricity, the price of scrap), and the regulatory environment.
Steel can be produced via two main processes: either using an integrated blast furnace (BF)/basic oxygen furnace (BOF) or an electric arc furnace (EAF). While integrated players produce steel from iron ore and need coal as a reductant, EAF producers use steel scrap or direct reduced iron (DRI) as their main raw material. As the predominant production method in Europe is the conventional, coal-dependent BF/BOF process, the need to assess alternative breakthrough technologies to reduce carbon dioxide emissions is high. Indeed, almost all European steel producers are currently developing decarbonization strategies and running pilot plants to assess different production technologies (Exhibit 1). These include:
Increase share of scrap-based EAFs. This process maximizes secondary flows and recycling by melting more scrap in EAFs. EAF producers are more environmentally friendly and flexible to the ups and downs of demand. However, shifting to EAF-based steel production requires the future supply of renewable electricity to be commercially available, as well as a sufficient supply of high-quality steel scrap. High quality scrap is necessary for the production of high-quality products, which are nowadays mainly produced through the integrated route. If high-quality scrap is not available, lower-quality scrap can be mixed with DRI to ensure a high quality EAF input. 6 6. The exact scrap/DRI ratio depends on the scrap quality and end product. Increasing the share of EAF-based steel production will play a key role in decarbonizing the steel industry. However, this role will be dependent on the regional availability of high-quality scrap and could therefore be limited in regions with an inadequate supply of high-quality scrap, making other technologies a must. Increasing demand for high-quality scrap will also lead to extra cost for the EAF-based steel production.
DRI and EAF using hydrogen. This uses green hydrogen-based DRI and scrap in combination with EAFs. The process replaces fossil fuels in the DRI production stage with hydrogen produced with renewable energy. It represents a technically proven production method that enables nearly emission-free steel production. All major European steel players are currently building or already testing hydrogen-based steel production processes, either using hydrogen as a PCI replacement or using hydrogen-based direct reduction. At this point it is important to note that EAF-based steel production will not require a completely green hydrogen-based DRI supply to be able to fulfill current customer requirements and achieve carbon neutrality.
As BF/BOF efficiency programs only result in a reduction in carbon dioxide emissions, without eliminating them entirely, they cannot be a long-term solution. Biomass reductants and carbon capture and usage are either only feasible in certain regions or still in the early stages of development. The share of EAFs producing high-quality steel will increase but requires the availability of scrap and DRI. Hence, adopting an approach combining scrap, DRI, and EAF using hydrogen is currently considered the most viable option and the long-term solution to achieving carbon-neutral steel production, especially in Europe.
In this context it is important to note that a complete transition to a pure hydrogen-based steel production will not be needed to achieve the goal of a carbon-neutral steel industry. Instead, hydrogen-based steelmaking will represent one key production technology to replace the current integrated BOF route (likely with a focus on the share of high-quality products produced using the integrated BOF route) together with other production technologies such as the extended use of scrap-based EAFs. This mix will result in lower operating costs (as highlighted above for the pure hydrogen-based steel production), reduced investment needs, and will enable carbon-neutral steel production.
This mod adds thousands of new items to your settlement menu. It also reduces the weight of all components to 0.1. This allows you to build and scrap as much as you like without becoming weighed down. With this mod, you will now be able to sink certain items into the ground and build pillars, support beams, and crossbeams for your buildings.
Busy Settlers by Despy is a settler overhaul mod. That means no more settlers aimlessly wandering around your settlement. Busy Settlers allows you to put every NPC in your settlements to work. The work is not purely cosmetic, as you gain caps, scrap, and happiness from the NPCs as they work at their new workstations.
Scrap Everything by Shadowslasher410 is a mod that overhauls the scraping system of the vanilla game. Scrap Everything is perfect as a standalone mod or paired with mods that allow you to place items anywhere. Scrap Everything was published in 2015 and was last updated in 2019. This mod has been downloaded almost a million times as of the writing of this article.
True to its name, this mod allows the player to scrap everything on any of the 30 in-game settlements. That includes grass, trees, buildings, sidewalks, foundations, you name it! Now you will truly be able to customize your settlements as you see fit. You can leave your settlements as they are, turn them into a completely bare wasteland, or anything in between.
In Europe, our team reduced per ton controllable costs by roughly 10% compared to the prior year, which is a remarkable feat given our belief that this was already one of the lowest cost mills in the world. Even at the recent depressed metal margin level of $200 per ton, our European operation is generating segment adjusted EBITDA at an annualized rate of $55 million to $60 million. The fact that CMC Europe is succeeding in the current challenging environment gives us confidence that it will thrive in better time. The first quarter margin over scrap was nearly an eight year low and was $25 per ton below the long-term average. Our return to mid cycle levels would add $30 million to $35 million of annualized segment adjusted EBITDA. 2b1af7f3a8