Know whats funny, I ran into that exact same issue. For some reason "Bones" seem to act like "skin" or at least act like a stack is still 1 item. So a stack of 20 is still 1 bone
But my mentioned method works fine with plants, and other items. It seems CORPSEPIECE items always count as "1" no matter what
Only way I could think of breaking stacks into "seperate" items would be carving them into items through the craftshop with a vanilla hardcoded reaction. Then use the bone products to be made into new items.
That is the only workaround I can think of for this Bone issue.
Currently I have a reaction that takes 1 bone (stack or indiv.) and has percent chances to make my desired products.
If only bones could be made into a non eatible meat... without being stockpiled as food
EDIT:
Idea!! MUSCLE has [BUTCHER_SPECIAL:MEAT:NONE] mayhaps if I add [BUTCHER_SPECIAL:TOOL:ITEM_TOOL_GROUND_ORE] --- this is for my mod buchering would yield "bone chunks"? or a stack of. But this has the issue of ruining vanilla bone carving reactions... darn.
[REACTION:MAKE_BONE_BLOCKS]
[NAME:Make Bone Blocks]
[BUILDING:BONE_QUARRY:NONE]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
the ANY_XXXXX_MATERIAL acaully doesn't have the desired effect of making ratios saddly (or at least to my knowledge) and to limit the use of bone stacks with my REACTION_CLASS method use ...CORPSEPIECE:NONE:NONE:NONE][REACTION_CLAS....
Could you elaborate on using a custom tool/toy/item? I don't see how that would change the behavior from what we get with blocks.
Sure:
[REACTION:PROCESS_SMALL_TREE]
[NAME:process small tree]
[BUILDING:WOOD_REGEN:CUSTOM_P]
[BUILDING:WOOD_PROCESSOR:CUSTOM_P]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:LOG_MAT] --- this will take any custom plant that I have made that is has a reaction_product LOG_MAT, in which this is how I make farmable trees without having duplicate wood types in the wood menus ([MATERIAL_REACTION_PRODUCT:LOGMAT:PLANT_MAT:OAK:WOOD] for an example)
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:LOG_MAT] --- since farmable plants can be made into maximum stacks of 5, depending if fertilizer is not used. so a stack of 5 trees would make 5 logs. 1:1 ratio
[PRODUCT:65:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
[SKILL:CARPENTRY]
now if I changed my reagent to lets say "2" 2:1 ratio. I would get only two logs from a stack of 4 trees.
EDIT2:
Hmm my above mentioned [BUTCHER_SPECIAL:COIN:NONE] --- coins are vanilla stackable items. Only way it would work is if there are two Bone materials in the creature and tissued on them. Which would require some altering of B-Detail_Plans and sneaking the new bone layer under/over/before/after ARG3 [BP_LAYERS:BY_CATEGORY:BODY:BONE_M:50:ARG3:50:ARG2:5:ARG1:1] -- inside the B_Detail_Plan for tissue layering
A custom tissue_template can be made and called marrow, marrow will be made from our new BONE_M that gets butchered into bone coins. But... another hitch with this too... there will be twice as many BONE materials in the menus
"Bluejay bone
Bluejay bone
Rat bone
Rat bone"