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: 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: 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!