I ran into a "ceiling" too when trying to build custom items over id 100,000. Totally guessing here, but I think all this stuff is loaded into shared memory at bootup. Limiting the highest # may just be a way to cut down on memory consumption? I mean, if I have the original 50k items, and somehow manage to make 50k more, I imagine the memory usage for items variables would skyrocket.
May just be limitations intended to keep things running smooth. Best thing you can do is look at the existing faction ranges and pick a range not currently in use, that IS currently below 50,000 (or whatever).
This is one reason I am opposed to > 6 digit (non "standard") IDs - not sure what problems will rise with this down the road.
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