StacksExtended

StacksExtended 2.0.13

  • Mandatory update!
    Due to changes in the game code during the last major update, the code used by the plugin resulted in longer loading times during startup.
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Reactions: MalS
  • Removed "enableExtendedStackMove" from the options and removed any related functionality
    The game does from now on support a native stack movement over stacks of 65k.
Uups...Removed left over debug data from last version :rolleyes:
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Reactions: Gen. Sriracha
Built in hard-wired check to prevent any older configs from running into "OnEntityBuilt" errors.
This does not remove the fault (of former type StorageContainer) entries, which are causing that issue.
  • Fixed Stacking & Splitting of skinned items.
  • Re-added features for stacking and un-stacking of skinned objects.
  • Added a new "StackOverrides" section, based on this thread:
    >> https://www.chaoscode.io/threads/stack-size-controller-improved.538/
  • For easy adding of values, there are two new commands:
    > se.ovaddinventory to add overrides for to playerinventory
    > se.ovaddstorage to add overrides for any storagecontainer
    IMPORTANT: Any global container stacklimit (Storages > Stack) does limit the stacks also exact to this number. Any higher item value (normal or override), gets ignored (by game-internal limitations)
  • An example would then look like this:
    JavaScript:
      "StackOverrides": {
        "PlayerInventory": {
          "ammo.rifle": 777,
          "xmas.tree": 100
        },
        "Storages": {
          "woodbox": {
            "ammo.rifle": 666,
            "xmas.tree": 100
          }
        }
      },

  • Like always, report any issues in the thread. Any new feature like this can have the one or other bug/issue.
  • Performance update
    > Unsubscribing from different hooks when some functions are disabled
  • This is now the Debug-free code based on version 1.2.4
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Reactions: BarceloS
  • Updated DEBUG Version with changed code to test in addition to recent DEBUG version