so i am a compulsive saver due to my history of playing hard games, and I never delete the saves, and I also did some "abusive" crafting for mats recently so I am in a unique position of having some solid data to look at over this issue.
i only crafted a few items in bulk - first combat amplifiers (not a huge amount of these), then inhalers/grenades which was the majority of it. my current save is 3.4MB, and I looked at all of them in order and only saw a significant jump in file size at one point (attached).
these were my first saves with bulk crafting, and they only seem to jump when I hit a new "high" count, which was never over 7-6k in green and white mats, or 3-4k in blue mats. after this I still did maybe 2-3 more bulk batches as time went on using inhalers/grenades, but without the file size being noticeably impacted as I didn't let the totals exceed 4-7k before disassembling or selling.
so using my experience for what i was doing in game and my pattern of file sizes, this leads me to two possible explanations around what the issue potentially is:
- when your stacks of items reach new high counts the file sizes really jump, or
- (more likely) since bullets are not impacted by this, maybe inhalers and grenades are also not impacted by this (ie: all consumable type items) as that's the only other way to explain my data. the only time i crafted/disassembled combat amplifiers is also the only time the file size really jumped
option 2 also really makes sense as all mods/attachments/cyberware are all complex items that can have their own stats on them. this would explain why each mod item needs its own unique ID in the save file, this is the only way to handle additional item stats and is the same method used for any other video game, or any other computer program that exists. items like consumables usually cannot have additional stats and would not need unique ids attached to them, just counts of how many you have. i am a developer professionally (but not with games) so this is how i came to this conclusion.
so it's my hypothesis that people bulk crafting complex items like guns, mods and cyberware are the ones experience this issue most severely, and people bulk crafting only consumables/ammo/nades or not bulk crafting at all are not affected