Smuggler Archive
Thread: Slicing Loot Will Now Stack
dlc3007
Wed Aug 17, 2005 5:25 am
#105
Ahh.... so some items kinda stack, but not all, but they don't unstack, but will if they're salvaged, but not if they were looted and not if they were salvaged earlier.
It's Fixed!!! Working as Intended!
Please note, only SOE would consider something this lame a fix.
TashunkaSapa
Wed Aug 17, 2005 5:57 am
#106
A very nice first step - I had two crates of WUKs I hadn't yet salvaged (no room!) and they stacked into a stack of 38 simples and a stack of 12 fines. Older stuff didn't stack, as expected - I hope that a way is found to fix that, and soon.
He-who-hunts-jedi
Wed Aug 17, 2005 5:59 am
#107
yup, one step at a time is the only way to get these things into the game. the newly looted stuff is cool. be even better when I can empty my storage spaces of simples and fines. heh, all in due time.
EEMAN
Wed Aug 17, 2005 6:14 am
#108
Bughunt wrote:
JFreeman wrote:'Course it's difficult to identify just what those items might be.It is simple any item that is stackable, crafted or looted should be stackable and follow the same crafting code. You guys are smart. What ever code allows crafted stacks work, use that code?We had code that allow smuggers to pull stuff from crates, use that code.Any looted item or crafted item with the same serial number should be stackable, and any unserial item should stack to, just set the stack size smaller, by item, although it would be best to keep the code simple.Have the behave just like resources and have it stack to 100k. It seems we have to many coders doing things there own way and not follow the example of coding that is al ready there. To many cooks cookin, hense to many bugs.Enough is enough, allow use to restack stuff even If it takes creating a tool to restack things then do it.Also any item that decays should display that value, core, tool etc.Save the Database and reduce player storage requirements.
stacking items and factory crates are apples to oranges. A crate is not a stack of multiple items in the item database. A stack of loot each has its own item entry in the item database. A factory crate is just a single item w/ a template tied to it. When you pull an item from the crate it is insta-crafted and at that time an entry is recorded into the item database, thus you cant put things back into a crate using the same mechanism. Ideally what they need to do for stacking is use the serial number of the item or for items that have no serial # just give them a hidden value. Make that value the 'restack code'. When calling the restack() function you could simply begin with a conditional that the restack codes (aka serial numbers) are identical and that the item type is on the approved stack list. Obviously items like weapons and armor will never re-stack because although the serial numbers match their values are subject to change after they are serialized by means of slicing, armor decay, condition loss etc. The same holds true for any item that undergoes decay or has 'charges' to it like foods and medicine because obviously some minute amount of data in its row on the database will differ slightly with another item. Once the conditionals are in place that leaves you with everything exactly identical that is never subject to change from condition or charges or stat changes to be able to stack.
dlc3007
Wed Aug 17, 2005 6:20 am
#109
He-who-hunts-jedi wrote:
yup, one step at a time is the only way to get these things into the game. the newly looted stuff is cool. be even better when I can empty my storage spaces of simples and fines. heh, all in due time.
Right... keep telling yourself that. You'll learn.
I'm currently setting the over/under on stacking the rest of our slicing components on October 31 -- and I'm taking the over.
KaiRan
Wed Aug 17, 2005 8:02 am
#111
Hrm... unstacking not possible like Kash loot, eh? Well, that's fairly useless.
BailorJayssek
Wed Aug 17, 2005 8:59 am
#112
It should be blatantly obvious why the stackin system isn't very beneficial to Smugglers.
It wasn't MADE for US. If it were, we would be able to stack our already-existing components AND unstack for trade/sale reasons. It wasn't though.
It was made because Bounty Hunters were complaining that Trandoshan Intraframes were taking up inventory room that could otherwise be used for all their OTHER uber-loot. So now looted components stack to keep the inventory free and clear for SWG's new sacred cow.
EEMAN
Wed Aug 17, 2005 9:32 am
#113
just curious.. has anyone tested slicing with a stack of these to make sure the slicing works with them and that it only uses 1 item not the whole stack? I salvaged the remaining WUKs and now have a stack of over 400 of the simple tool kits. Dont want to burn them up in a single slice ;-)
TashunkaSapa
Wed Aug 17, 2005 9:34 am
#114
I'm not going to be using my stacks fora while, actually... I want to get rid of all the non-stackable ones first
Deanonious
Wed Aug 17, 2005 10:44 am
#115
Pre-Patch Slicing Components aren't stacking, I understand that was 'as the Devs Intended it' but also newly looted components are not Stacking. So did this patch do anything at all or is my Server just bugged? Can anyone get there Slicing Components to stack?
Eninyyak the Wookie
Master Smuggler
Atradie
Wed Aug 17, 2005 11:43 am
#116
eapers wrote:
On valcyn I've been doing BH missions and have freshly looted 10 mando interframes. In my inventory I have:
1 stack of 4 frames
2 stacks of 2 frames
2 single frames
I cant make them stack, or seperate the ones that are stacked.
I have gotten these broken stacks to stack.
I have a 2nd UNEQUIPED pack in my inventory that I stored my slicing loot. If you drag a stack to the pack it WON'T go in the pack, but it WILL combine with another stack in your inventory. Just do this till they are all stacked.
Asuph
Wed Aug 17, 2005 12:40 pm
#117
I havent looted anything since patch, but the stuff i salvage out of any WUK crateIS stacking... the old stuff i had lootind will not stack though...