So no plans for crafting from containers?

At the end of the day, convenience always wins out for the majority of people. Most people would agree, the less clicking there is, the better. If there was a mod that enabled a button to send all of your inventory back to base, perfectly organized, even if it was halfway across the map, there would be mass adoption, especially if it became standard in other games. If there was a block you could place down costing 10 wood and 2 paper that auto-harvested crops after every growth cycle, again, there would be legions of people downloading it and begging it be added to vanilla.

The above is especially true, however, if you've put thousands of hours into a game and don't care for the "same old, same old chores". They don't lack the ability to organize inventory, they simply have grown tired of it and want it automated to some degree. Fair enough. They want to skip the grind and get to the fun parts. This is especially important for content creators.
Could be an easy code change to do with drones in game. Fill drone, send to base to offload, drone returns.
 
To me it's just less friction between you and fun. ALL GAMES should try to follow this idea. I am not saying make it so easy it's no longer a challenge. A game without challenge isn't fun. This is purely a quality of life thing. Searching for your materials isn't fun. I have played with crafting from container mods and I LOVE it. It's just QOL lubrication. We need it. Make an option to enable/disable per container and it's a win.
Exactly. I play games to relax and enjoy them in my free time. It's a question of quality of real life to me. And all those timers? Same. I don't want to spend my real life-time pouring over containers in a video game to pull out what I need for crafting piecemeal, although I do still organize materials and such neatly. Nor do I want to spend it waiting on timers with no animation associated with them whatsoever, which does happen if you've done everything else you can do. Drumming my fingers on the desk while I wait (when there's nothing else to do) is also a waste of my real lifetime. And that's what it comes down to to me. I don't want my lifetime wasted. There's nothing "realistic" about watching a timer count down.

If animations were associated with some of those timers aside from crafting, obviously those that last only a couple of minutes e.g. searching a car or breaking into an ATM, I probably wouldn't mind them at all. That would be immersive. But there's not. I thought maybe they were placeholders for animations to come. Obviously not.

Btb, this is the sort of thing I normally use mods to adjust. If they can make it optional to accommodate both groups, I'd have that option on.
 
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I would just want an option per chest to exclude it from the network of chests that are connected for crafting from containers. I have played other games with this feature and it is beyond frustrating to find out that I used something in a crafting recipe that I didn't intend to use. I guess the current lock feature could be used for this. If an Item is in a locked slot then it can't be auto grabbed for crafting purposes. That would put me in the yes camp for this feature.
 
Exactly. I play games to relax and enjoy them in my free time. It's a question of quality of real life to me. And all those timers? Same. I don't want to spend my real life-time pouring over containers in a video game to pull out what I need for crafting piecemeal, although I do still organize materials and such neatly. Nor do I want to spend it waiting on timers with no animation associated with them whatsoever, which does happen if you've done everything else you can do. Drumming my fingers on the desk while I wait (when there's nothing else to do) is also a waste of my real lifetime. And that's what it comes down to to me. I don't want my lifetime wasted. There's nothing "realistic" about watching a timer count down.

If animations were associated with some of those timers aside from crafting, obviously those that last only a couple of minutes e.g. searching a car or breaking into an ATM, I probably wouldn't mind them at all. That would be immersive. But there's not. I thought maybe they were placeholders for animations to come. Obviously not.
I can agree with that for the most part. I want to say there was a time when you had to have the crafting menu open to craft someting. I think that is an extreme in the wrong direction, but I also think instant crafting is an extreme in the other direction. As is I can run out of arrows and crafting1 a second while I am running away from zombies. It's super unrealistic, but the timer means you have some level of handicap for your McGyver skills.

Imagine if you could craft 100 wood spikes in an instant vs it being 8pm on horde night and cursing not starting sooner. I think it adds a lot to the game. That being said, you can schedule 1000 bullets to craft and then do a quest, so no time is wasted. I don't know about you, but I always have a list longer than I have time to do them in this game. I use big crafting timer as an excuse to explore a nearby POI or go mine stone/clay for more cobblestone. There is always a reason to have more cobbelstone lol
 
I would just want an option per chest to exclude it from the network of chests that are connected for crafting from containers. I have played other games with this feature and it is beyond frustrating to find out that I used something in a crafting recipe that I didn't intend to use. I guess the current lock feature could be used for this. If an Item is in a locked slot then it can't be auto grabbed for crafting purposes. That would put me in the yes camp for this feature.
That ability to allow or not allow a chest to be used for crafting is in Night of the Dead. It is useful, but if they added that, they should make it something that isn't easy to accidentally enable/disable. In Night of the Dead, the enable/disable is a key that you use often, so it's easy to switch the setting without intending to do so. But yes, I think that would be a good option if they add craft from container.

I don't think having to use the lock option for individual items is the best way to handle it. That could be very tedious if you want an entire crate to not be used. Also, I don't think I'd want the lock option to prevent use with crafting from containers. It makes sense, but I use that sometimes just to prevent accidentally grabbing everything from a crate by hitting the wrong button. For most crates, it's a minor thing and I just drop everything back in. But some crates are organized in a specific way and having to reorganize them is annoying, so I use the lock to keep from being able to accidentally grab everything at once. Not being able to do that because it prevents crafting from containers would be frustrating for me.
 
Inventor management QoL:
Locked slots should remember what they were reserved for when emptied.
An IN box with distribution options similair to "transfer all" including double click.
"To garbage container/OUT box" and/or a shredder.
Local Wifi crafting setting per container: None, personal, tribal, free for all.
Auto sort on/off per container.
 
I would just want an option per chest to exclude it from the network of chests that are connected for crafting from containers. I have played other games with this feature and it is beyond frustrating to find out that I used something in a crafting recipe that I didn't intend to use. I guess the current lock feature could be used for this. If an Item is in a locked slot then it can't be auto grabbed for crafting purposes. That would put me in the yes camp for this feature.

The mod we used for crafting from containers shows you how much of the items you have that you want to use. Not really a problem unless you don´t pay attention. Most games with built in craft form containers also do this, can´t recall one that doesn´t from the top of my head.

Still wouldn´t hurt to be able to exclude containers. Like Darkness Falls does this where you have to turn broadcasting on in every container. I would prefer the other way around with disabling it tbh. But not a big deal if we would have to enable it.
 
The mod we used for crafting from containers shows you how much of the items you have that you want to use. Not really a problem unless you don´t pay attention. Most games with built in craft form containers also do this, can´t recall one that doesn´t from the top of my head.

Still wouldn´t hurt to be able to exclude containers. Like Darkness Falls does this where you have to turn broadcasting on in every container. I would prefer the other way around with disabling it tbh. But not a big deal if we would have to enable it.
That isn't quite the same thing. Sometimes you put aside some stuff for later in its own location. If it pulls from that location and you're not paying attention, you can easily use too many because you're not continually tracking how many of the items you are trying to hold onto. You just put them aside and let them stay there until you are ready for them. Or you just want a container that has specific things that you can grab whenever you're heading out somewhere and you don't want to jump through a few different crates to grab everything. Excluding crates is far more versatile than just choosing how much of a resource to use.
 
I know what you mean. You get used to it pretty quick honestly. We do have such a crate for quick grabbing also usually but i can´t think of crafting materials that would be in there tbh.
 
I know what you mean. You get used to it pretty quick honestly. We do have such a crate for quick grabbing also usually but i can´t think of crafting materials that would be in there tbh.
I think if we cant have drones automatically delivery our "field loot" back to base containers and auto sort, maybe give us some POI's like a Mailbox store and have the mailboxes become loot containers with all the bells and whistles we need so we dont have to keep setting up storage areas every time we move to a new location. Just convert what we find out in the field. Either way, just do whatever you can do to reduce the labor of storage sink.
 
Have you played around at all with the different drop buttons and lock options? Once I have containers set up with some of the different items in them, I can run past each container, open the container, click one button, then move on to the next to unload. I don't even have to look at what I'm doing other than to make sure I hit the right button... I've sometimes did the wrong one and either dropped everything into the crate or else picked up everything out of the crate. Heh.
That's exactly how I unload my inventory now. But that requires opening every single crate.
I had something slightly different in mind. I'm currently playing Palworld, and it has an interesting quick-storage feature. I simply go to my base, open my inventory, and press the "Storage" button. The game looks at all the crates in my base and places all matching items in the corresponding crate. After that, my inventory is left with only the items I've specified not to store, or the items that aren't in the crates at my base.
The only things it doesn't work with is when you either don't have an item in the crate yet or you don't have an item in the crate that has space to stack on top of. So something like an engine or battery won't work because they don't stack. And full stacks don't let you drop more of the item. So I'll set up an ammo crate with a lot of stacks of 1 ammo so that later I can drop ammo quickly. It is definitely a bit of setup, but speeds up dropping off stuff significantly. I do still have to manually drop the things that don't stack, but ~90% of my inventory is emptied without having to manually do it.
Click the unload button again. The first click unloads up to a full stack, the second unloads and creates new stacks. The same engines unload just fine.
 
That's exactly how I unload my inventory now. But that requires opening every single crate.
I had something slightly different in mind. I'm currently playing Palworld, and it has an interesting quick-storage feature. I simply go to my base, open my inventory, and press the "Storage" button. The game looks at all the crates in my base and places all matching items in the corresponding crate. After that, my inventory is left with only the items I've specified not to store, or the items that aren't in the crates at my base.

Click the unload button again. The first click unloads up to a full stack, the second unloads and creates new stacks. The same engines unload just fine.
I think a button to unload everything automatically from your inventory is a bit excessive. I'm find with an option to unload to a dumb crate and let the drone move stuff to the right containers, but I don't think we need to go that far.

I'll have to try using that button twice. I've never tried that.
 
I think a button to unload everything automatically from your inventory is a bit excessive. I'm find with an option to unload to a dumb crate and let the drone move stuff to the right containers, but I don't think we need to go that far.

I'll have to try using that button twice. I've never tried that.

Funny thing about that feature: it can mess things up if you're looking to refresh the ammo in your bag.

Example:
1. Back from a trip you've got a bunch of ammo to drop off. You open your ammo crate and click deposit twice: all non-locked ammo is moved to the crate.
2. BUT, you didn't find enough 7.76 and need to top that up from the crate. So you press the crate's button one time with the intent of topping off all the ammo stacks in your locked inventory slots.

OOPS. All the ammo in the crate that matches ammo in any of your locked inventory slots has been moved to your backpack. Have fun!
 
It´s 2026 that´s meanwhile a wide spread QoL feature in many games.

Especially in this game where a good part of the player base is already around for many years and already spent hundreds of hours in chests, we really don´t need the constant picking out materials from the chest anymore.

I admit I've not tried the mod, but it has seemed like a QoL improvement that I might enjoy. But I also admit I'm not really much of a pack rat so I don't feel burdened by having to search for what I need. The exception would be multiplayer when a team full of folks throwing crap in any old chest. That's when searching for stuff gets annoying.

Another time I'd like to see that kind of improvement is on live Streams. Nothing kills my interest in watching a live stream more than watching somebody else manage their inventory. I suppose it is like Tennis or Golf -- fun if you're playing, not fun if you're watching.

Having not used a mod for that, I wonder if you have to connect storage to workstations. For instance, do you "wire" them up or do they have to be touching? I can see where that would be appealing, as in Multiplayer there can be "that's mine" boxes and I wouldn't want crafting to pull from those specifically unless it was smart enough to know who was crafting, or something.
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Could be an easy code change to do with drones in game. Fill drone, send to base to offload, drone returns.

Now that would be function that would make me start using the Drone. "Hey take all this back to base, put it in the 'Drone' box, and then come find me."
 
I only have a few hours a week to play. I don't want to spend half of that trying to find each item in different boxes. Many of the items to craft are in different categories so they are stored in different boxes.

Craft from containers withing a certain distance from the crafting bench is a no brainer. I would also love to see a universal inventory screen for all your storage containers within your base. Its just needless busy work IMO when inventory is a pain to manage.

I would be fine with it being a progression thing you unlock, inventory isn't a pain until later int he game. I don't know have a inventory drone or something if you want it to be more realistic.
 
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