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With how the system is done, either something needs to be overwritten if something is different (like how food decay currently is) or you don't have them stack.
This is because when you package a deployed trap, a item is dropped in it's packaged form. If it's a spent trap, a different item merely needs to spawn, and you can stack the traps in a slot (spent vs unspent versions).
So a tripwire mine that is spent, originally can be packaged and redeployed without refilling it. If you nerf it by making them all separate items and unstackable, it makes them unfun to use as traps, too much micro management.
So:
Make tripwire mines stack again, but treat them as a set of items.
When a tripwire mine goes off, it turns into a new item and must be reloaded with nails to revert back.
Spent tripwire mines can be taken to the repair bench and repaired with nails, turning back into that tripwire mine.
I think what they did was add durability gauge to the tripwire mine, which forces it to act as individual items, and cannot stack, much like furniture. And the repair bench repairs durability via their code, not ammo, and repair bench also cannot repair a stack of items in one slot, it's not coded for that.
I think what they should do though is enable multiple usage to each trap so it auto-reloads after a cooldown maybe?
3 boxes of nails in a single trap, so it can deploy and re-deploy in a 10 second cooldown? This way you don't worry about holding a stack of 10 tripwire mines, but 1 mine you can reload and expect it to reload by itself.
Otherwise, another alternative here is create new traps to implement in the game so tripwire mines is it's own niche, and you have new varieties to play with...
Like proximity mines!
Coding it properly is better in the long run than to have a mess of code and even more points of failure.
I don't know what all they are doing, but if the 'obvious solution' isn't being done, there likely is a good reason for why they aren't doing it.