[quote=“vultures, post:7, topic:11579”]
I can suggest a solution to the problem, but it requires a bit of mucking up with containers:
Yeah, I’ve got one, too.
Mind you, it’s quite similar to yours.
It dabbles with expendable items that are stacked in regard of whatever rarity flag is assigned. They’re essentially the same - aspirins, coke bumps, pieces of wire or pebbles; they just come in quantities according to the consumption scale, or price otherwise. This system, however, minds the gap called extensive hoarding and looks similar to some of well-known RPG solutions. Still, it sticks to CataDDA’s universal-type inventory, attempting to enhance it.
If you wear any clothes that has sleeves, small pockets or nets or even just a tube shape (tank-top) you can make use of 'em to free your hands and do manual labor, likewise intended in RL games. It’s essential that this quantity is unobstructive - some bubblegum, metal scraps/wire or a few Xanax pills. I’d put that bar reasonably low - at only a single volume unit - but this really is up to discussion.
Visually, in both tabletop and computer RPG games, there are dedicated spots for stacks of items alike. Regardless of the terms they’re being used to, they count as ammo and are treated as such. Sometimes there are six of these places, sometimes even ten; what’s important is that you can actually carry more, but at the expense of inventory space. RPG adventures even use automatism to resolve what’s going on if you pick up more items of the type which is already stashed as an ammo type, so the player can focus on what’s really important.
I think the “stash” should be assigned an inventory letter (or a number, punctuation…) as long as it is accessible via the inventory menu. As soon as you’ve got anything put on either your torso, arms or your legs - you’ve got access to that inventory letter. It shouldn’t be difficult to code in, however.[/quote]
i quite like the implications of this (it would also function as a test towards separating inventory space in containers)