Rethinking storage systems…

Like many other players, I created rows/columns of organized chests and used signs to label them. "Resin", "Deer Hides", "Ancient Bark", "Swamp Trophies", etc.

And, like many other players, I also had some specialized storage. For example, I might have a chest labeled "meat" near my cooking fire.

But rethinking this system, I see some obviously disadvantages:

  1. Storing items is slow. Retrieving items is fast. Yet most items are stored and never retrieved. (Or stored individually and retrieved in bulk).
  2. Poor utilization of chest space. If you only have 1/2 or 1/3 or 1/4 of a chest filled, then most of the space is wasted.
  3. Expensive if you run out space. Since your storage system is highly structured, if you fill a chest or run out of empty chests for a new item, you need to perform an expensive reorganization.

I haven't play tested this yet, but here is my design for a more efficient storage system:

  1. Chests for regularly used consumables: cooked food, arrows, potions, etc. Centrally located.
  2. Input queues for cooking/crafting stations. These chests hold items that you are likely to use at that station in the future. E.g. barley flour in the queue chest(s) for Cauldron.
  3. Generic storage. Banks of unlabeled chests you just throw stuff in.
  4. Alternate gear, probably near your bed. This is stuff you regular swap into/out of your inventory. For example, if you alternate between troll and iron armor, you would keep the set you're not currently wearing here.

The intended usage pattern is:

1) When you return from adventuring, quickly store items.
2) When you need ingredients or consumables, they will usually be in the queue chest already. If not, grab a bunch from main storage or make more, so the queue chest is restocked.

Has any tried this type of storage system? Any thoughts on if this will work or not?


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