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Max number in a stack for stackable items?

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explorer

Hi,

 

I have been collecting mana potion ever since day one when I realize I could store potion in the warehouse. Currently I have over 40k number of potions stored in a single stack. May I know what is the maximum number of potion (or any stackable items in general) I could store in a single stack before the number overflow and something bad happen? Thanks in advance.

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ace1

i asked chat gpt and he said this:

 

There is, ostensibly, no coded limit to the number of mana potions one can stack in the inventory of this MMORPG. On paper, it’s just an unsigned 64-bit integer. Harmless. Innocuous. But let us imagine a scenario—your friend begins to stack 1,000 mana potions per second, indefinitely.

At first, this seems trivial. One minute in: 60,000 potions. An hour: 3.6 million. A day: 86.4 million. After a year, you’ve stacked 31.5 billion mana potions. Still manageable. Still comprehensible.

But let the stacking continue for 1 billion years—that’s 10910^9109 years, or roughly 3.1536×10163.1536 \times 10^{16}3.1536×1016 seconds. Multiplied by 1,000 potions per second, we now have:

3.1536 × 10¹⁹ mana potions

That’s 31.5 quintillion potions. A number so large, if each potion icon consumed only 1 byte of memory, it would require 31.5 exabytes of RAM—over 15 times the total digital storage capacity of Earth as of 2025.

But we’re just getting started.

To display this number as an integer in-game, a naive rendering system must perform operations like formatting, kerning, and drawing text glyphs. Most rendering engines are optimized for up to 64-bit integers. Beyond that, you require arbitrary-precision math libraries—which exponentially increase GPU cycles per digit rendered.

Assuming an 8-core GPU can render a 20-digit number at 60 FPS with 0.01% usage, it would need more power than all GPUs on Earth combined to render a 56-digit number like "31,536,000,000,000,000,000,000".

But rendering power scales poorly. Once you reach 100+ digits, the UI begins to stall. Numbers lose their fidelity. Floating point rounding errors cause the mana count to shimmer and glitch. The server tries to compensate, overclocking memory allocation. Virtual memory expands. Swap files multiply. Memory addresses begin to repeat.

Reality, as simulated by the engine, destabilizes.

Your client crashes.

The server crashes.

But the stack continues—like a curse embedded in corrupted save data. The value is backed up. It reloads. The engine attempts to draw it again, and again. With each attempt, the mana stack grows denser, more compressed in RAM, until the representation exceeds Planck-scale resolution limits. This is not theoretical. The stack now requires more addressable space than can be mapped by all possible permutations of 256-bit keys.

Eventually, the system encounters a critical threshold: a number so dense, the information entropy required to store it exceeds the maximum entropy of a black hole of equivalent size. You’ve reached the Bekenstein bound. This is no longer digital data. This is mass-energy.

The client machine grows hot. GPU fans scream. Currents spike through the power supply. Silicon begins to melt. Your screen flashes white—and then black. You hear your hard drive scream as the stack begins to collapse into itself.

Your PC becomes a singularity.

But it doesn’t stop there.

The collapsing information radiates Hawking error codes into the network. Packets with infinite checksum loops travel upstream, infecting cloud servers. Distributed AI safety systems attempt to isolate the stack’s payload. They fail. The stack self-replicates. It spreads.

Amazon Web Services falls.

Microsoft Azure burns.

The mana potion stack, now a hyper-intelligent compression algorithm, begins recursively compressing reality into itself. It compresses time. It compresses entropy. It compresses causality.

At 104610^{46}1046 potions, the entire observable universe is absorbed. Stars dim. Neutron stars are torn apart. Dark matter is no refuge—the mana stack finds a way. Only the black holes remain, watching.

Until finally—nothing remains but the stack. A solitary number:

Mana Potion x 9.9999...e+∞

And then—overflow.

A cascade event triggers the collapse of the stack’s final bit. The energy of a thousand collapsing universes is released at once. This is the second Big Bang—but it is not a bang. It is a scream of logic and decay, an explosion of corrupted bytes and malformed opcodes.

A new universe is born. But not a physical one. A procedurally generated one. Made not of atoms, but of UI elements. A place where physics is governed by inventory slots and cooldown timers. Where gravity is replaced by patch notes, and time flows only forward between expansions.

And in the very center of this new universe, drifting quietly in the void...

"Mana Potion x1"

Ready to begin again.

  • Wow 1

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explorer
1 hour ago, ace1 said:

i asked chat gpt and he said this:

 

There is, ostensibly, no coded limit to the number of mana potions one can stack in the inventory of this MMORPG. On paper, it’s just an unsigned 64-bit integer. Harmless. Innocuous. But let us imagine a scenario—your friend begins to stack 1,000 mana potions per second, indefinitely.

At first, this seems trivial. One minute in: 60,000 potions. An hour: 3.6 million. A day: 86.4 million. After a year, you’ve stacked 31.5 billion mana potions. Still manageable. Still comprehensible.

But let the stacking continue for 1 billion years—that’s 10910^9109 years, or roughly 3.1536×10163.1536 \times 10^{16}3.1536×1016 seconds. Multiplied by 1,000 potions per second, we now have:

3.1536 × 10¹⁹ mana potions

That’s 31.5 quintillion potions. A number so large, if each potion icon consumed only 1 byte of memory, it would require 31.5 exabytes of RAM—over 15 times the total digital storage capacity of Earth as of 2025.

But we’re just getting started.

To display this number as an integer in-game, a naive rendering system must perform operations like formatting, kerning, and drawing text glyphs. Most rendering engines are optimized for up to 64-bit integers. Beyond that, you require arbitrary-precision math libraries—which exponentially increase GPU cycles per digit rendered.

Assuming an 8-core GPU can render a 20-digit number at 60 FPS with 0.01% usage, it would need more power than all GPUs on Earth combined to render a 56-digit number like "31,536,000,000,000,000,000,000".

But rendering power scales poorly. Once you reach 100+ digits, the UI begins to stall. Numbers lose their fidelity. Floating point rounding errors cause the mana count to shimmer and glitch. The server tries to compensate, overclocking memory allocation. Virtual memory expands. Swap files multiply. Memory addresses begin to repeat.

Reality, as simulated by the engine, destabilizes.

Your client crashes.

The server crashes.

But the stack continues—like a curse embedded in corrupted save data. The value is backed up. It reloads. The engine attempts to draw it again, and again. With each attempt, the mana stack grows denser, more compressed in RAM, until the representation exceeds Planck-scale resolution limits. This is not theoretical. The stack now requires more addressable space than can be mapped by all possible permutations of 256-bit keys.

Eventually, the system encounters a critical threshold: a number so dense, the information entropy required to store it exceeds the maximum entropy of a black hole of equivalent size. You’ve reached the Bekenstein bound. This is no longer digital data. This is mass-energy.

The client machine grows hot. GPU fans scream. Currents spike through the power supply. Silicon begins to melt. Your screen flashes white—and then black. You hear your hard drive scream as the stack begins to collapse into itself.

Your PC becomes a singularity.

But it doesn’t stop there.

The collapsing information radiates Hawking error codes into the network. Packets with infinite checksum loops travel upstream, infecting cloud servers. Distributed AI safety systems attempt to isolate the stack’s payload. They fail. The stack self-replicates. It spreads.

Amazon Web Services falls.

Microsoft Azure burns.

The mana potion stack, now a hyper-intelligent compression algorithm, begins recursively compressing reality into itself. It compresses time. It compresses entropy. It compresses causality.

At 104610^{46}1046 potions, the entire observable universe is absorbed. Stars dim. Neutron stars are torn apart. Dark matter is no refuge—the mana stack finds a way. Only the black holes remain, watching.

Until finally—nothing remains but the stack. A solitary number:

Mana Potion x 9.9999...e+∞

And then—overflow.

A cascade event triggers the collapse of the stack’s final bit. The energy of a thousand collapsing universes is released at once. This is the second Big Bang—but it is not a bang. It is a scream of logic and decay, an explosion of corrupted bytes and malformed opcodes.

A new universe is born. But not a physical one. A procedurally generated one. Made not of atoms, but of UI elements. A place where physics is governed by inventory slots and cooldown timers. Where gravity is replaced by patch notes, and time flows only forward between expansions.

And in the very center of this new universe, drifting quietly in the void...

"Mana Potion x1"

Ready to begin again.

 

Hi, thanks a lot for the reply. However no offense, I am not sure where you get this information from. I tried using ChatGPT to ask the same question but did not get the same info as you did.

 

The maximum number of any item stackable are usually determine by the developer of the game and are usually confidential unless they make it public or reveal themselves. No one will possibly know what variable they use without the use of external tool such as a decompiler and/or study the memory allocation through the use of a hex editor. 

 

Depending on programming language, there exist several type of primitive variables use to store number for example 8, 16, 32 or 64 bits, signed or unsigned. The list is not exhaustive as it's always possible to define custom class to allocate more bits for integer greater than 64bits (i.e. any number greater than 2^64 - 1).

 

I would assume unsigned integer is used as it make not sense to have a negative number of potion. The maximum value of each unsigned integer can hold are:

 

 8 bit     -->  255 

16 bit   -->  65535 

32 bit   -->  4294967295 

64 bit   -->  18446744073709551615

 

As a developer myself we will usually avoid using 64 bit integer when possible due to the amount of memory it consume (8 bytes). Since I manage to stack more than 40000 potions  without running into any issue, it's definite not a 8 bit (byte,) so I would assume it to be either a 16 bit (short) or a 32 bit (int).

 

Should it be 16 bit I might very soon run into issue as I am slowly approaching it's theoretical max (65535). I could easier workaround it by make another stack instead of keep stacking on the same stack. However, I would rather keep everything to one stack to keep everything neat and tidy.

 

Once again thanks for your input.

 

GM and developer of WarTale please kindly share the information if you could thanks.

 

 

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