StackableItems
StackableItems
StackableItems allows you to raise or lower the default stack amounts for any item. Items can also be disabled (disallows pickup and crafting). Items can be set in three different ways: individual players, permission groups (requires Vault), and universally.
Example use cases:
- Carrying 16 snowballs while carrying 64 cubic meters of dirt is ridiculous.
- Carry a stack of water buckets or mushroom soup with you so you never run out
- Make potions stack
- Limit stacks of food for a hardcore survival server
- Allow only privileged users to craft/pickup TNT
- Allow individual players to craft custom items
Download: BukkitDev
Source Code: Github
Example configurations
- Items are capped to 127 max to prevent item loss.
- Configurations use Bukkit Material names.
More info on the Configurations page.
Custom configs per group/player
Each Permissions group or player can be setup to use their own custom config by creating a new file in the StackableItems directory. Examples for me would be: I am in group admin and player haveric, so I could use admin.yml or haveric.yml
A group file will override defaultItems for the Permission group.
A player file will override a group file or defaultItems for the given player.
Permissions
- - stackableitems.admin
- Allows a player to use in-game commands to set stack amounts and reload the config.
- Permissions can also be used to create groups which can be handled with group.yml (ex: admin.yml) files
Options
See the options page for detailed descriptions of each option in options.yml
Changelog
See the full changelog on github.
Problem or Bug?
If you are having any issues or encounter any bugs, check the issue tracker on github first, and submit a new one if needed. If you're not sure if you've found a bug or just want to ask for help, jump on the Discord server below to ask around.
If you find my plugins useful and want to help support future development and faster updates, please consider donating and fueling my need for coffee:


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Posted Aug 1, 2012@haveric
Yes, failure chance is when ingredients are consumed but there's no result, it's useful. And it's got the same compatibility problem as the multiple results.
Hmm, I'll try to use the ingredient matching again, I don't remember why I dropped it (I used it in the first versions of the plugin but on v1.1 I changed it to the placeholder style, but I don't remember why, I'm sure it was for good reason...), but by designing it again I'm sure I'll find the flaws.
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Posted Jul 31, 2012@lazertester
Thanks, I'll take a look tonight after work and see what I can do. PM me the server IP and I'll stop by sometime.
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Posted Jul 31, 2012Greetings haveric,
I posted on your shift click tracker on github with the specifics of 2 shift click related exploits, one to bypass stack limits and the other to dupe crafted items. This is using the version released on the 23rd or so, I did not see any changes with regards to shift clicking in your changelog so I assume it will still be an issue. If you need any more details please let me know!
I am the lead developer of MineZ and we use your plugin to limit players to one item per stack on most things, if you would like to come check out our project let me know and I will make sure you have unlimited access to our private servers. Thanks for your work! It's not easy trying to work with the server/client disconnect but somehow you manage :)
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Posted Jul 31, 2012@THDigi
Well, it requires a different approach, but you can figure out which recipe is crafted. I'm basically doing that now to override stack amounts when crafting. Permissions, exp, and all that then becomes extremely easy to do.
More than 1 result would end up in a tricky situation. No matter what you do here, other plugins won't play nice with it. Well at least mine with overriding the stacking.. but I should be able to link it to StackableItems and call the appropriate add which would fix that.
I'm not quite sure what you mean by failure chance. Does this just mean that certain recipes have a chance to fail being created and you still lose the materials to create it? Can you explain this further?
I think I'm going to try to build a simple version of this to prove that it can work. From there, I'll see about integrating it with your plugin if it's not too complicated to do; otherwise I'll continue creating a new plugin. Either way, I'd love to have your support and be able to work with you to create a better plugin.
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Posted Jul 31, 2012@haveric
Yes I can set the actual results to recipes, but the thing is I can't quickly find which recipe is crafted to apply my custom data: permissions, exp/level/money requirements, rewards, explosion, logging, etc.
Using result seems the most efficient and reliable way to do that, by checking if result is long grass with a certain data value and the amount value points to the recipe index in the plugin's recipe list (this is what isCustomRecipe() checks for).
And like I said, admins can supply more than 1 result to the recipes and/or failure chance, so I would've replaced the result anyways in certain cases and default events wouldn't be able to catch it properly, so in my opinion this is the best way for live performance, but I admit it's bad for compatibility because it needs special listening :/
Anyway, if you need help with implementing you can PM me and I'll help :}
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Posted Jul 30, 2012Sent a list through PM.
@edit 2, that might be it..
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Posted Jul 30, 2012They cannot craft food, it's a server where you loot items from chests, food DOES stack when it's in a chest.
Also, yes players do find food on the ground when another player is killed.
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Posted Jul 30, 2012@xBlueXFoxx
I have an idea what might be causing this, but need a bit of time to test some things. Can you ask these people if it is with crafted food or with dropped food or both? Stacks of food or single items? Specific food item or all?
Those questions might help narrow down the search so any feedback would be great. I'll let you know if I find anything as well.
Edit: So far I am unable to reproduce this at all. It is possible that there is a conflicting plugin, so a list of all the plugins you are using would be useful (PM me if you don't want everyone to see them)
Edit2: I did find a bug where it will occasionally consume a second item, but I don't think that is what you are talking about.
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Posted Jul 30, 2012@haveric
Currently I'm having a hard time recreating it myself, I'm constantly being flooded with reports for it, however, when people eat it doesn't effect their hunger or causes their hunger to go up but then shortly goes down. I removed the plugin for a bit and it DID resolve the issue.
I am using the latest version, this may involve people shift clicking food from chests possibly, as I can tell by the change log this plugin has had issues with shift clicking before.
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Posted Jul 30, 2012@THDigi
Didn't expect you to drop in, but thanks for the info. I'll need to take a closer look at it tonight.
Note that I haven't dealt with recipes too much so I may be wrong here, but as I understand it, you can add recipes to Bukkit without having to replace something like long grass for each custom one.
Again, I'll take a better look when I have time tonight and play around with it some to better understand how it works. Thanks, Haveric
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Posted Jul 30, 2012@haveric
Hi, regarding RecipeManager plugin compatibility, I'm using the long grass item to quickly identify plugin's recipes and get the recipe details. I would've replaced the result anyways because there's the "multiple result" option for recipes... I've tried to find other ways but I found this the fastest and most reliable...
For compatibility I've provided an API for other plugins, custom events which you can listen to take your necesary data.
So, if you're willing to support my plugin, you can just import it, check if it's running and listen to the RecipeManagerCraftEvent event. And in your CraftItemEvent you can use RecipeManager.getRecipes().isCustomRecipe(itemstack result) to find out if the result is that placeholder of mine and skip the event for it because the custom one will trigger.
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Posted Jul 30, 2012@xBlueXFoxx
I am almost positive that StackableItems is not the cause of that, but I can't test anything until tonight. Did you update or add any other plugins recently? Can you test on a local server with just StackableItems running?
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Posted Jul 30, 2012Many people are reporting issues of them being unable to eat, or at least when they do it does not go to their food bar.
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Posted Jul 28, 2012@Davyhalliday
That sounds like you set potions to be able to stack in the configuration. I'd need to see what you have in defaultItems.yml or any groups/player configs if you made any.
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Posted Jul 28, 2012-
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Posted Jul 28, 2012Thanks for taking a look! ^_^ I've yet to find another plugin that doesn't require spout that allows for custom creation of recipes that you lock to certain permissions though. That's the reason I wanted it. RecipeManager was a want not a need though. This plugin i actually require to fix a few duplication bugs.
After 1.3 is out and plugins have caught up my server is releasing it's new questing/rpg world that uses a bunch of plugins(Citizens, MagicSpells,mcMMO,OtherDrops,TreasureChest, etc) We didn't want spout but wanted custom items in a sense so I've created in a way "unique" items to be used with MagicSpells and OtherDrops(The items are normal items with data values not used by anything. Ex:369:5 is a Wand) This plugin is required to stop those items from stacking with their normal counterparts because it would cause the entire stack to become 369:5. I just wanted RecipeManager as a way to craft those data value items yet be able to lock the recipes to permissions that you could get as quest rewards.
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Posted Jul 28, 2012@Faldonboy
I will take a look and see what's going on, there shouldn't be any problems with it, but I'm not sure how RecipeManager works as of now, so we'll see.
Edit: After taking a look at his plugin and the code for it, there are some major issues that will need to be changed in his plugin for it to work with mine. It is currently creating fake recipes and replacing the results afterwards. My plugin then sees this recipe as the correct one (Iron boots = LONG_GRASS x 17) and then creates 17 boots. This is just using the default settings and recipes for RecipeManager.
To put it simply, his plugin is made to not play nice with any other plugin reading the recipes. I'd suggest looking into alternative plugins for recipes and see if there are any others that do what you want them to. If there is a specific feature of RecipeManager that you cannot give up or other recipe plugins do the same thing, let me know and I'll re-evaluate the situation.
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Posted Jul 27, 2012This plugin sadly can't be used with RecipeManager :( It causes RecipeManager to not allow custom recipes to work, it also causes severe duplication bugs if you shift click anything you're crafting. Any chance you could take a look at RecipeManager and see why they don't play nicely together?
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Posted Jul 26, 2012@dylpickles1997
I've planned to work on that since I set the cap, so it will come, but I haven't yet taken a look at how difficult it will be to actually implement so I can't make any promises on how long it will take.
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Posted Jul 26, 2012@haveric
Aw... well thanks for the info. I asked because my economy uses physical ghast tears... and they tend to clog the inventory.