ATLAS
Custom Item Stacks v2.4 (Discontinued)
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Update: Nov 25, 2021 @ 10:00am

  • reworked setting update logic, so that all grids get changed settings on website reliably
  • added gridCode to settings logic

Update: Nov 22, 2021 @ 11:09am

Hotfix

  • fixed duping issue of items with quality via restack button

Update: Oct 7, 2021 @ 11:59am

  • refactored local grid settings cache savegame to use unique ID, preventing possible dead locks
  • refactored worker cycle timer, to unify all workers... preventing possible timer override (debounce) situations
  • Website; refactored settings component
  • Website; replaced landing page images, reducing their size

Update: Sep 13, 2021 @ 3:00pm

  • fixed player buff to only tick for owning player controller, preventing strange inventory mouse behaviour

Update: Aug 22, 2021 @ 9:07am

  • default settings issue fixed
  • activity stats enhanced

Update: Aug 22, 2021 @ 9:06am

  • upload error...

Update: Aug 19, 2021 @ 2:07pm

  • added a new setting to modify inventory bulk processing before a 10ms delay between following cycle
  • save worker is now skipping long term stasised actors
  • website: fixed delete/reset all cluster settings button
  • website: fixed issue with changing a setting twice resulting in an error message
  • implemented RevertChanges functionality

Update: Aug 15, 2021 @ 5:08am

  • drastically reduced code complexity, consolidated unnecessary blueprints
  • refactored all delays with setTimer - removing the possibility that the mod will ever crash with an LatentActionError in the future
  • replaced all for loop with delay
  • removed ship heal buff and simply preventing ship sinking logic during startup phase
  • implemented new website stack to improve mod settings convenience
  • implemented german and english translation for website
  • added FlameBallistaBolt, RodentMeat, InnardsMeat, Coffee, CoffeSeed and CoffeeBeans to default settings
  • website does auto merge own and default settings, seeing own as priority. servers without API Key can still get all default settings
  • all gloabl mod settings are no longer required to be added to your game.ini, but instead provided by the website
  • removed all custom script commands, since they are no longer required
  • added web api functionality to retrieve change settings during game server runtime
  • mod does only store stack sizes if item stack exceeds default max stack size
  • does only handle items inside player owned inventories
  • pulled settings from api get cached in own savegame file, so that it's immediately after server reboot available, even if the api should not be reachable at some point in time
  • stack sizes get saved continously, and if currently opened inventories have changes, it saves those immediately
  • inventory components that modify default max item stack sizes get ignored, as long as the custom stack size does not exceed the modificated stack size from given inventory
  • removed GAAoC for getting all Ship Actors and replaced it with SpecialActorsList
  • added new ship buff, to handle ship weight stat
  • item settings do survive grid travel
  • is hiding the CIS ship buff icon
  • added a new auto stack button for remote inventories, to re-stack all items
  • added GlobalSpoilingTimeMultiplier as own mod setting, so that the vanilla one can be superseeded
  • fixed broken class pathes of default item stacks
  • does update creature inventory weight actively on client side, only if creature is stationed at some structure for example
  • made the mod fully functioning for singleplayer, too

Update: Aug 24, 2019 @ 4:02am

  • Bugfix: fixed issue with tamed creature inventory weight miscalculation, cached added item value form base game now gets updated correctly and active calc (force set) is now in singleplayer omitted.

Update: Aug 15, 2019 @ 2:01am

  • Added Ice to default item list
  • Added Crossbow Bolt to default item list
  • Optimized singleplayer behaviour, it does no longer use the live update buff in singleplayer since it's not needed. This preserves a lot of performance for singleplayer.
  • Replaced ItemInitLoopDelay option with ItemInitStepDelay and increased clamp from 10 to 250ms up to 10 to 1000ms.
  • Fixed an issue where the game could have skipped the first init phase due to lost world context actor (self obj not beeing valid)