Agreed. Items with durability and quality are unattackable. Engine is a outlier here, because it had levels in the past (I think).Yeah, i agree. I don't know the true answer but i feel its something along the line of:
- batteries (and anything with a "quality" to them that degrades) cannot stack because the qualities of each item may be different.
- 6k stacks for "mined resources" is probably because they want it to be "painless" to mine and carry it back, as well as pick up a stack and build a base/repair it.
The 125 jars vs 10 water ... Im totally guessing here based on the above resource stacks possible logic: it was probably to make it as painless as possible to harvest water and bring it back to base.
there are some "weight" tags in the XML so maybe they had planned on making items have weight and the stacks were based on this some time ago? Like "yeah, if you're not careful you will have 6k rocks and its heavy but you can carry it"?
but then again, radiators, engines, clothing with no quality: then the logic makes no sense. So the lat guess is: as the game versions evolved, no one want and cleaned up old "ideas" as stacking and weight considerations are too low on the priority list at the moment, so its all kinda bonkers right now... but its more of a minor inconvenience vs breaks game vs OP stacks?
I also agreed that inventory management should be simple instead of complex. I believe you present players with hard choices and tradeoffs without worrying too much about weights and realism about stacks. I'm more curious about what was the logic behind it.
The whole point was more... abstracting jars is something in line with so many already in place abstractions of the game.