This is causing this bug on client (when you enable caves/playing in a server), and can be fixed by this patch
diff --git a/prefabs/container_classified.lua b/prefabs/container_classified.lua index 166352e..871420a 100644 --- a/prefabs/container_classified.lua +++ b/prefabs/container_classified.lua @@ -620,7 +620,7 @@ end local function ReceiveItem(inst, item, count, forceslot) if not IsBusy(inst) and (forceslot == nil or (forceslot >= 1 and forceslot <= #inst._items)) then local isstackable = item.replica.stackable ~= nil - local originalstacksize = isstackable and item.replica.stackable:StackSize() or 1 + local originalstacksize = isstackable and item.replica.stackable:PreviewStackSize() or 1 local container = inst._parent.replica.container if forceslot == nil and container ~= nil then forceslot = container:GetSpecificSlotForItem(item) @@ -651,7 +651,7 @@ local function ReceiveItem(inst, item, count, forceslot) elseif slotitem.prefab == item.prefab and slotitem.AnimState:GetSkinBuild() == item.AnimState:GetSkinBuild() and --slotitem.skinname == item.skinname (this does not work on clients, so we're going to use the AnimState hack instead) slotitem.replica.stackable ~= nil and not slotitem.replica.stackable:IsFull() then - local stacksize = slotitem.replica.stackable:StackSize() + count + local stacksize = slotitem.replica.stackable:PreviewStackSize() + count local maxsize = slotitem.replica.stackable:MaxSize() if stacksize > maxsize then count = math.max(stacksize - maxsize, 0)
Steps to Reproduce
See the video above
- 1
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