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Poisons in Herbalism Bag

Posted: Sat Oct 29, 2022 5:52 pm
by Scurvy Cur
Hi all,

One of the things I've noticed lately regarding poisons is that, from time to time, something will go wrong and break a stack of poisons.

When this happens, that stack of poisons will cease delivering the intended effect, and will no longer be combinable with other stacks of the same poison. For example:

Image

Both of these are carrion crawler poison, but the item reference ID has gotten messed up on the bottom stack, and it will no longer combine with the top stack and will not provide the on-hit effect.

I've been unable to determine what causes this to happen, but I think a workaround may be possible.

Item containers work by deleting items placed in them, and creating a record of the items, then creating new items when they're removed from the container. This might allow "broken" stacks to be replaced with freshly-generated functional stacks, if we let poisons go in herbalism bags.

Re: Poisons in Herbalism Bag

Posted: Sat Oct 29, 2022 6:28 pm
by MissEvelyn
I'm surprised we're not letting poisons in the Herbalism bag. Poisons are technically herbal concoctions, no?

Re: Poisons in Herbalism Bag

Posted: Sat Oct 29, 2022 6:49 pm
by Cabarcos
It will be helpful.
The "broken stacks" happens with several things from time to time (holy water, food rations, potions)
Is a pain in the Snuggybear for inventory management.

Re: Poisons in Herbalism Bag

Posted: Sun Oct 30, 2022 1:22 am
by Nekonecro
Honestly I'd love a bag that holds poisons and esssences together, something like a vial/bottle bandolier, perhaps it could hold grenades as well?

Re: Poisons in Herbalism Bag

Posted: Sun Oct 30, 2022 6:24 pm
by MissEvelyn
Nekonecro wrote: Sun Oct 30, 2022 1:22 am Honestly I'd love a bag that holds poisons and esssences together, something like a vial/bottle bandolier, perhaps it could hold grenades as well?
On second thought, this makes even more sense. I imagine you don't want to keep potent and toxic fumes near fresh ingredients, so +1