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something still interfering with stacking

Not a Bug 2.5.5

BB1984
BB1984

Posted

While most of the stacking problems seem to have been fixed with 2.5.5, I'm still getting a few reports of odd behavior.

Some players have two stacks of the same skinned item, but cannot combine these stacks despite the items having identical skins and conditions, or no condition, like with pants and hoodies. You can pull items from one stack and put them back in the same stack, but you cannot combine these stacks or move items between stacks. Changing both stacks back to the default skin, and then skinning back to the initial skin, DOES allow the stacks to combine.

I initially thought it may be something with crafted items that were later skinned versus looted items with random skins pre-applied, but then someone showed me the same thing happening with two stacks of c4, so that mostly ruled out any skin-related theories. I haven't been able to identify the cause yet, and there are no errors in the console log. Any thoughts on what attribute or property might be different to cause this?

Khan

Posted (edited)

What plugins either modify loot or create loot on the server would be my question.

 

BountyHunter

Is a plugin that was found to be creating items wrong and setting the item.name field to an empty string thus not allowing stack. 

I recently patched that plugin and the dev has pushed that update out as of 1.2.2

 

The copy paste plugin also has item creation bugs that prevent loot from stacking with other loot.

And that has not yet been patched.


Loot from Jet Event 1.6.0 doesn't stack also due to invalid item creation.

Edited by Khan
BB1984

Posted

Sorry for the delay -- I never got a notice you had replied.

I spent a little time tracking down problem stacks and it did seem to be an issue with item names, mostly items with names set based on the applied skin (for example, "Assault Rifle" vs "Blackout AR", even though both have the Blackout skin and would otherwise stack). I'm using Skinner as the skins plugin and AlphaLoot for most loot creation. Raidable Bases creates the rest of the loot, so the Copy Paste plugin could be the source of the problem items, although I think Raidable Bases is set to delete existing loot before creating its own. I will check that.

Mainly wondering if one of the recent changes to StackModifier regressed the custom names skin fix from way back in 1.1.9. Commenting out the item.name and item.text comparisons in CanStackItem and the Industrial Patch seems to return everything back to the stacking behavior we had before, but I assume you added those checks to fix stacking behavior on some particular item(s).

I couldn't figure out the c4 stacks I mentioned since they can't be skinned, but removing the name and text comparisons apparently did allow the stacks to merge when dropped on the ground. I would have liked to examine them further to see what was set, but didn't see your commented out "checkme" command until later. That's been a help with testing.

Khan

Posted

Any items created by copy paste its self will not stack since item creation is bugged / not handled properly. 

Any items made from raidable bases should continue to work fine / stack without issues.

I do not know which skins plugin you are referring to but i would suggest using the F1 menu and getting a few default items try stacking them and see if they stack normally & then try skinning them with that skins plugin & if they stop stacking then that means the skins plugin is breaking item creations. 

 

Sorry for the late reply codefling has been doing site modifications and notifications got broke for awhile I just noticed you had responded. 

BB1984

Posted

Skinner from Whispers88 is the skins plugin I use. You can find it here on Codefling. It's worked fine for the past couple of years and hasn't had an update since February, well before we started to see stacking issues. It does have an option to set item display names based on the skin, which is a feature we use. However, Raidable Bases and AlphaLoot also have the option to randomly skin items and they do not change the display name. So we have identically skinned items that otherwise should stack, but do not because the item names are different. I assume this is a result of stricter checks you added, and I can work around it by removing the item name comparison in CanStackItem. I guess the question is why the name check is necessary. Of course, the aforementioned stacks of c4 obviously weren't skinned so I don't know why removing the name and text comparisons allowed them to stack, but I only heard of that happening twice.

Khan

Posted (edited)

Items should not be having the item.name field set unless its a custom name is the thing.

If skinner is setting the item.name field for vanilla items then that is the problem.

 

The item.name field should not be set for none-custom items & i do not recommend you removing this check either since it will break other stack support for other plugins that rely on only the item.name field being set to identify a custom item creation to do x y or z in their plugin/code logic.

 

Overall it sounds like user-error.

Edited by Khan
Khan

Posted

Changed Status from Pending to Not a Bug

BB1984

Posted

Setting the item name based on the skin is not exclusive to Skinner. Consider making this check an option.

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