General idea is to allow solids (and stray, due to bugs/debug-adding, liquids) to be put back into containers. You already can 'U’nload them into your inventory, so cases to do reverse below:
[ul][li]Uncontained liquids: choose a watertight container to put liquid in.[/li]
[li]Contained liquids: choose a watertight container to put liquid in, doesn’t provide option of pouring liquid on the ground, unlike 'U’nload.[/li]
[li]Uncontained solids: choose a container to put solid in, could be watertight, could be not. Non-watertight options are currently kinda limited.[/li]
[li]Contained solids: choose a container to put solid in, as opposed to inventory (what 'U’nload does). Cancelling doesn’t put it in inventory.[/li]
[li]Ammunition: choose an item valid to be charged with selected ammo. [/li][/ul]
For example, thread, ‘p’, choose between sewing kit, wooden needle, and bone needle. Salt, choose between various cardboard boxes, paper wrappers and plastic bags (non-watertight container options are kinda limited…), etc.
Containers should be impossible to put into containers, to avoid funky logic and recursion.
EDIT: Pick-up logic and filled container view: filled with a solid containers never stack on the ground (‘e’ and ‘g’), even if contents are identical. Using amount-pickup (input a number, mark the item for picking up) plucks items straight out of container instead of picking up container itself. Normal marking, without amount, still should pick up entire container. Empty containers should stack.
For example, you have a sack of 50 apples on the ground and want to take five. You input 5 (number’s still not visible btw), press right-arrow, enter. You pick up 5 apples, you now have +5 apples in your inventory, while sack now has 45 apples.
uncontained liquids will be on the ground, so they must be unpickable. (can’t pick up the milk, after it’s been spilled)
The rest:
Why would you want to put solids into containers? just for easy storing (as a batch maybe?) and easy moving around?
If so, it does make some sense, as picking up 300 cash cards will take way more than picking up a purse containing those.
Debug menu allows placing uncontained liquids into inventory. And I’ve had liquid (admittedly, cheated-in tomato soup) spontaneously move out of container and into inventory, as well, during some fiddling with wooden kegs. I agree that liquids on the ground must be unpickable, not so much with stray inventory liquids.
[quote=“jcd, post:2, topic:7365”]Why would you want to put solids into containers? just for easy storing (as a batch maybe?) and easy moving around?
If so, it does make some sense, as picking up 300 cash cards will take way more than picking up a purse containing those.
Do you have any other reason for it?[/quote]
Easy storage, better manual sorting (ESPECIALLY for non-portioned items which don’t stack in ‘e’ and ‘g’ - they clutter the menu terribly), OCPD compelling me to have it all neat and orderly. Compare: list of 60 potatoes, 60 apples, 60 apricots, etc, against three entries: ‘canvas sack of raw potatoes (60)’, ‘canvas sack of apples (60)’, and ‘canvas sack of apricots (60)’.
Also, realism factor: I’m more likely to have some grain neatly packed into a bag or some other container (perhaps even a metal box) than left piled.
Speeeeaking of which… additional pickup functionality for cases like these: containers with identical content don’t stack on examine/pick up, number-pick plucks items straight out of container and not containers themselves.