Move that Workbench

by Necrocytosis·v1.5·Updated 2019-02-21

移动那个Workbench

Screenshots 2 screenshots

About this mod Machine translation

Moving this workbench moves the main workbench in all settlements within the green border. As long as they use the vanilla workshop, they can complete all of them, even custom-added settlements.

Requires Automatron, FarHarbor and Contraption DLC.

I was often annoyed with the studio that just stood there and couldn't move it at all, which hindered construction in some places, and I decided to fix it.

This model is simple and it makes the settlement's workshop mobile.

Update 1.5 BETA:

Bug fixes.

Unable to store workbench

Change everything via script instead of directly on the reference.

Now, everything applies to Quest Alias.

The script also adds a lot to the budget for each settlement (Default: 4000000 Tris, 40000 Draws) No need for a console or extra esp to do the job

This means it may not be compatible with mods that add budget via esp, the script will add the above irrelevant value to it.

I haven't had a chance to test all the placements yet, I simply don't have the time to do that.

I have more plans to expand on what I've added and add more features, but I decided to release a simpler version without the cool stuff first because the features I'm working on take a lot more time.

FAQ

Brother what difference does it make using this model on the Movable workshop bench?

In the latest version, I use reference aliases via task application scripts, which means I more or less don't apply anything directly to any of the vanilla project games, everything is applied to the script in real time. This should also reduce the hassle of removing the mod if you wish.

I also increased the construction budget for all settlements.

His mod modified the workstation reference in each location, I modified the main workstation container.

The reported bug doesn't exist in my version either. I didn't know there was one until I made mine, so I'm sure I don't have the same one or I wouldn't upload it.

Cell reset error?

No, my mod doesn't change world space, so cell reset shouldn't be an issue, if you have it it will probably continue from another mod.

Can I also build a new studio?

After version 1.5 you can't unless you cheat the way I used to make this less likely to happen. The feature can be added to build a new workbench, but the number of connected link references is not large and it is not recommended to do this live, the new studio will not automatically get all the features it needs to run within a zone, it will need to be connected to local containers, link primitives, etc.

Is it possible to accidentally abandon a workshop?

Yes and No, it's not possible to decrypt it by using the default "R" button I added an undecryptable keyword in the workshop with the option to deprecate it as grey. There are reports that the console command "scrapall" will remove it regardless of this flag, which is something I can't do and the console will overwrite everything.

CanI store the workbench, what happens if I do this?

After update 1.5 this is no longer an issue. In the script, I linked the workshop to itself using a keyword called "WorkshopItemKeyword" and added a fake recipe requirement that will never be assigned to the player unless you as the player choose to do so... for some reason.

So you're using a script now, does that mean your mod is now unsafe?

It's good to be skeptical when it comes to scripting, at least after some Skyrims tragedy mods added so many OnUpdate() events that the entire Papyrus system slowed down when all threads were running. However, my script doesn't use any loops, it only fires the first time you activate the workbench to apply the values ​​using Event OnWorkshopMenu().

After it fires this event, it goes directly to a script state that applies its required keyword and actor values, and then returns to the empty state, which is the default state for all scripts that don't use states. It also has a local bool variable that stores a true/false script that has applied the value to the given ReferenceAlias ​​and acte …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
移动那个Workbench
File size
2.7 KiB
SHA-256
2a201d8ba2028c10dbab3df4d3426e6a22ad5cb9679f7dbe6a7bd8bb7cb9027f
Stored at
2026-10-08 05:58