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As for not knowing what you have, drop it on the ground in a settlement, go into build mode, and scrap it. Now all that junk has been reduced to its base resources. Modding isn't necessary for this, but it does make it far easier to do (usually with a machine of some kind). Also, there is a pipboy option that shows the total amount of components you are carrying (in your own personal inventory, not a settlements) in all your junk items.
Later on, they included junk shipments as a more convenient way to buy supplies for separate settlements, backing up the sharing established by setting up provisioner connections with Local Leader.
That said, I still find it efficient to break down junk to its components, because once you get huge amounts of it (as I have with my main character) there can be a noticeable lag accessing the workbench based on the number of different items in it. There's a big difference in that regard between 1,000 units of every junk item in their raw form as a couple of dozen piles of plastic, rubber, steel and the like, compared to the same amount of material in unprocessed junk.
Press F and type the ressource you need, and it will filter and display only the junk items that contain the resource.
This is how I have did it since playing the game. For one, some junk can actually raise your settlement size build limit. Junk which has a high graphic detail count, such as Military Circuit Boards.
Items that are stored in containers (not the workshop itself) don't count against the build limit, either. So, although it may be convenient to store armor/weapons/etc in the workshop those will eventually cut down the build space available.
Dropping and scrapping objects does increase the build limit, but that's not due to the objects previously affecting the build limit.
Never paid any attention to how junk items are stored in the workbench and how it effects the build limit. What I do know is how well it works when I drop the junk on the ground and then scrap it.
And it does matter what junk item you scrap to how much it effects the build limit. Dropping a cement bag on the ground does not have near the effect as say a Military Circuit Board.
Storing it rather than scrapping it also works, so items stored in the workshop have no effect on build limit.
Nor should they. Build limit is based on how many polygons are displayed in the area. Things stored in containers are not rendered, so contribute no polygons to the area, so do not add to the build limit.
Adding polygons (by building or dropping stuff) raises the bar.
Removing polygons (by scrapping or storing stuff) lowers the bar.
It should if you want an accurate calculation, but I would guess from what we see instead that they initially pre-calculated a value for each settlement, and just alter that value by an appropriate amount whenever an item is scrapped/stored, rather than calculating the entire polygon/triangle value of the settlement properly each time.
Value 348 is the total number of faces being drawn across the settlement and value 349 is the total number of faces that can be drawn.
Value 34a is the total number of objects in the build area and 34b is the total number of objects that are allowed.
These are for interactive objects assigned to the workshop, not the total number of everything that's visible in the build area. Hence an item that can't be scrapped doesn't necessarily count against the build limit, but can limit what can be placed within the settlement due to collisions. This is why settlements with complex terrain, a large number of unscrappable objects and a small physical area (e.g. Tenpines Bluff) have limits on how much of the bar can be made available.
These parameters can be adjusted using console commands and there are plenty of posts out there explaining how to do it. But the actual values that you put in are tied to your GPU's ability to handle them and it's sort of a trial and error process to adjust them. All four of the parameters are connected to each other and if you get the numbers unbalanced it can cause all sorts of weird things to happen.
Saying this it would seem that storing junk in the workshop, rather than placing it in the build area, shouldn't affect the bar. But I've found in practice that it does. I suspect there may be other parameters assigned that I'm not aware of.
Since things like armor and weapons aren't build resources and can't be shared between workshops they don't seem to count against the limits but they do garbage up the workshop inventory and make it a pain to try to sort through.
You might get a result storing it from the ground, but that's due to the same effect as scrapping.
When i pulled everything out of there and scrapped it the build bar opened up almost completely. That leads me to believe that there's another parameter assigned to a workshop that limits the total number of scrappable objects that can be stored. The value may be astronomically high, but something appears to limit just how much can go in there.
I play entirely without mods myself (just the DLCs and some free Creation Club items); is there any difference there for you?