Is there any way to disable the usage of entire stacks when bonecarving? I finally felled a large named creature and had 125+ bones and thought it'd be a cool idea to deck myself out in bone-related paraphernalia... only for ALL 125 bones to be used making a single needle
Even more frustrating is attempting to finally grind up some bonecarving levels by churning out 100+ cacobon's, like in vanilla adventure mode... only for the entire stack to be used on a single one .-.
Not without breaking even more things. Issues are:
1. The recipes use reaction class to allow you to correctly use a variety of bone-like materials, and reaction class is what makes it eat up the entire stack. Using the older [ANY_BONE_MATERIAL] tokens and such would set them back to only using one out of the stack at a time, but the tokens are basically mutually exclusive. They'd have to use separate reactions for bones, shell, horn, tooth, etc etc.
2. This behavior ONLY plays nice if the reaction is set to only ever take one bone at a time, so only the small trinket reactions could really benefit from this. If you want, for example, bone armor to take 9-10 units of bone out of a stack, it won't do this. Instead it'll demand X INDIVIDUAL STACKS of bone, then only take 1 out of each.
See relevant issues:
"Reactions in adventure mode are very broken.",
"Product dimensions act weird"Vanilla adventure mode avoids the above problems basically by not bothering to let adventurers carve from anything other than bone, and only letting you make items where it's 100% appropriate to only ever use a single unit of bone at a time.
So it's annoying and a change from vanilla behavior I don't like a lot either, but it avoids several more problems than it creates, and even if I reverted it for the smaller trinkets the only workaround would require inflating the reaction list massively due to losing the ability for a single reaction to look for multiple carvable body materials.