[quote=“Miloch, post:12, topic:51”]I think overall it sounds like a good idea. Would like for maybe some things to fall into multiple categories. Items such as the crowbar is both a tool and often a weapon. Would like to see food and medical split into separate categories. I like the idea of having separate pages/tabs for each category. Of course you’d need an all. Though I’d also like a container’s tab that would show what is in what container. This way you could move stuff between containers. This would allow for things like ditching backpacks, stashing backpacks, using backpacks as storage containers, etc… Hey, I’d have a scavenging backpack, a crafting backpack, a construction backpack, and even a combat backpack.
The way I envision this works is you’d pick stuff up the same as you do now and it’d automatically get assigned to a container based on volume/weight of item vs available volume/weight in containers. Items may get shuffled around inside containers, and this should generally be automatic. Let’s keep this from becoming a pain in the butt for the player.[/quote]
You have the gist of what I’m getting at, simple interface by default(none, just gets stashed when picked up), but need additional UIs for finer control, like where you want weapons/medicine/ammo/etc
It’s a bit of a mess, the inventory is basically a flat list*, but there are two levels of indirection for an item. One is a stack, which is multiple items of the same type in the same slot, and the other is a container, where the contents (water, booze, rounds of ammo) are a kind of pseudo-item that normally only exists in a container, and the container itself of course. Your carrying capacity is completely independent, and is just the sum of the storage provided by your worn clothing. Which means you can distribute an AK-47 amongst multiple pockets if you have enough of them 
*With the exception of worn and wielded items, which have a slot-ish system.