Starbound

Starbound

Stackables!
16 Comments
Diabetic-kun 3 Apr, 2023 @ 3:21pm 
Hey, how to get the mod?
I didn't see any link for what you did.

Thank you in advance for the answer! :)
COVID-19  [author] 17 Mar, 2023 @ 3:13pm 
Yes, it works for the vanilla items listed.
DONGUS 17 Mar, 2023 @ 12:46pm 
this only works for vanilla items, right?
PENGS 27 Jan, 2023 @ 12:13pm 
we dont want no covid round here
:SBpenguin:
Silver Sokolova 23 Jan, 2023 @ 1:58pm 
:catlick:
LisetZ 23 Jan, 2023 @ 6:59am 
add beans 2 the sequel
COVID-19  [author] 23 Jan, 2023 @ 6:54am 
I have updated the mod to include test patches.
Thanks to Silver for the suggestion. I sure wouldn't have thought of it.
COVID-19  [author] 23 Jan, 2023 @ 5:54am 
@UndeniablyDead

As far as I am aware of, reward bag loot relies on a treasure pool.

As such, the item stack shouldn't affect anything as it simply changes how many of the item you can have at once.

The actual rewards are determined by the treasure pools, of which the reward bag lua lists only one.

"treasure" : {
"pool" : "valuableTreasure",
"level" : 1
}

I could however be wrong, and if I am I will make adjustments.

Thanks.
LisetZ 23 Jan, 2023 @ 5:54am 
finally

stackable beans
COVID-19  [author] 23 Jan, 2023 @ 5:46am 
@Silver
The claims I made were based on my own personal testing of the mods which I had previously used. I did find the errors to cause slight lag spikes, which although they weren't a huge deal, were pretty annoying to me.

It's possible the original issue lies in my modpack, as it does encase many mods, however, removing those mods did help the issue.

My original intent was not to discredit the other mods, especially when mine does the same thing.
It is also not a copy. It does the same thing, yes, but none of those mods patched all those files together of themselves.

I could have made patches to those mods, or multiple mods as alternatives. Instead, I made this.
This mod is simply an alternative, of which there are a few on the workshop for various mods.

I will make it more apparent in the description as to the intent of the mod, that of being an alternative as opposed to my original description which could be construed as being arrogant.

Thanks.
House M.D. 23 Jan, 2023 @ 12:56am 
don't some unstackables have different internal values? Like reward bags, I think they have an inherent rarity value that determines the reward they produce, or the mech blueprints. Does the mod take these into account? (if they're a thing im not actually sure)
Silver Sokolova 22 Jan, 2023 @ 10:00pm 
Also, I really don't mean to sound rude-- I know I probably sound like a jerk in my previous comments, but I can't really think of a gentle way to lay down my thoughts on this mod. It really seems to me that you're just trying to copy perfectly functional mods and say they're broken and laggy so people use yours instead

For example, the "Could not apply patch to base. (JsonPatchException) Could not apply operation to base. (TraversalException) Could not find "maxStack" to remove" error just means another mod removed the maxStack parameter. If the maxStack value doesn't exist, Starbound just sets it to the default value (1000 in an unmodded game). Yeah, it's an error, but it affects nothing. It's disingenuous to be like, "These mods are old, outdated, and worse of all: laggy," especially when your mod can also cause these errors.
Silver Sokolova 22 Jan, 2023 @ 9:44pm 
(3/3) I just tested all five of the mods you listed as redundant and they all work just fine. I checked their files, too. Any errors caused by them would be harmless because they try to do something another installed mod already did (ie: making it so you can use an antidote while under the effects of an antidote) and as a result don't do anything. The error is literally "hey someone already did the thing i was gonna do, so i didnt do it." Aside from that, any issues with those mods are also caused by this mod, since they're 99% identical (the 1% being the aforementioned antidote effect thing) and don't use test ops. It's especially bad since you're denouncing perfectly functional mods in order to boost your own mod which does what those mods do.
Silver Sokolova 22 Jan, 2023 @ 9:43pm 
(2/3) The only way for them to create errors is if they don't use test ops and another mod removes something they try to change first (ie: a mod uses a remove op on an item's maxstack, then another mod tries to use a replace op on it. It can't use a replace op on something that was removed, so the game throws a *tiny* error stating that it didn't apply the patch. The most common way for this to happen is if you have two mods trying to do the same thing), and even then, those errors are harmless. I don't see any test ops in this mod either, so the same thing can be said about yours.

Even if they DO cause lag by *printing a tiny warning to the log,* it's such a tiny amount of lag that it feels like you're trying to scare people away from those mods by saying they lag the game.
Silver Sokolova 22 Jan, 2023 @ 9:43pm 
(1/3) You're hyping your mod up *WAY* too much.

"Most niche stackable patches on the workshop are outdated and create errors, and most importantly lag."

Stackable item patches are the easiest and simplest kind of patch to make. It doesn't matter if one is old because maxStack patches work for all versions of Starbound, and item directories haven't been changed since beta. It's disingenuous to call them broken when they work fine. None of the mods you linked are outdated, and none of them cause errors by themselves.
COVID-19  [author] 22 Jan, 2023 @ 7:13pm 
pls dont award bomb this, it literally took me all of one hour
go look at Racial Weapon Megamod. I've spent hours on that