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Optional Linked Inventory - Cargo Containers

Stevil79 shared this feedback 3 months ago
Not Enough Votes

I'd like the option to be able to group cargo containers that are connected by conveyors on the same grid to create a single inventory space.


For example: On my ship I have four 2.5m cargo containers and two connectors. I'd like to select them and make them one cargo space. Or alternatively, ungroup one or more of my inventory buckets to change how I store things as I go.

Best Answer
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Instead of selecting and grouping inventories manually, I think there could be a much simpler solution.

Just add a toggle in the inventory screen that lets you view all connected inventories on a grid as a single, unified space. Something like:

GRID_NAME_INVENTORY_SYSTEM <123>

Where “123” is just an optional number in case there are multiple separate inventory networks on the same grid.


An inventory system would simply be two or more connected blocks with inventory on the same grid.

Now, when transferring items into this “collapsed” inventory view, the behavior could be smart:

  • Items go first into the block with the most free space
  • If it doesn’t all fit, they get distributed across multiple containers, starting from the ones with the most space available

Also, cargo containers should have priority over other blocks with inventories.

For example:

  • A connector shouldn’t be used for storage unless it’s the only available space left

Alternatively, you could go even stricter and say that only actual cargo containers are part of this collapsed inventory view.

That would prevent items from being placed into utility blocks like:

  • connectors
  • drills
  • welders
  • grinders
  • generators
  • production blocks


It’s a pretty simple idea, but it would make inventory management much cleaner and less tedious, especially in larger builds. 🚀

Replies (3)

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2

This is logical Jim.

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2

A "unified view" option would be nice, allowing players to interact with multiple grouped containers instead of having to scroll through everything one container at a time to try and move stores of material too large to fit in any single container.

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1

That’s what this suggestion is about. Essentially you can group several containers on one grid in to one big container. It would display as one container in the menu with the combined capacity of the containers you joined together, simplifying your inventory view for that grid.


Just like combining multiple hard-drives on your computer to have a single volume of space.

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2

I think this is great idea and upvoted it.


I can feel some complexity related with dealing with situations when individual containers are removed (destroyed) and the items no longer can fit into remaining capacity.


I guess in such situations all items would need to drop to avoid time consuming attempts of rearranging items to use as much remaining capacity as possible.


Initially I thought the game could keep track of items in individual containers under the hood but this does not handle situations where individual item is larger than any of containers and can't be actually assigned to any of them.


For example we have containers A (size 2) and B (size 3) linked together and we add item of size 4.

It can't be assigned to any of them and when any of containers is destroyed the item should drop.


But situation gets complex if we add for example 4 items of size 0.5 and one of size 2 (total size 4) and then try to decide which items should stay in the remaining container.

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4

Instead of selecting and grouping inventories manually, I think there could be a much simpler solution.

Just add a toggle in the inventory screen that lets you view all connected inventories on a grid as a single, unified space. Something like:

GRID_NAME_INVENTORY_SYSTEM <123>

Where “123” is just an optional number in case there are multiple separate inventory networks on the same grid.


An inventory system would simply be two or more connected blocks with inventory on the same grid.

Now, when transferring items into this “collapsed” inventory view, the behavior could be smart:

  • Items go first into the block with the most free space
  • If it doesn’t all fit, they get distributed across multiple containers, starting from the ones with the most space available

Also, cargo containers should have priority over other blocks with inventories.

For example:

  • A connector shouldn’t be used for storage unless it’s the only available space left

Alternatively, you could go even stricter and say that only actual cargo containers are part of this collapsed inventory view.

That would prevent items from being placed into utility blocks like:

  • connectors
  • drills
  • welders
  • grinders
  • generators
  • production blocks


It’s a pretty simple idea, but it would make inventory management much cleaner and less tedious, especially in larger builds. 🚀

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1

I like this too. Especially the utility blocks being excluded. But having an auto-button lacks flexibility. For example, if I had four cargo containers on my ship and I wanted two separate buckets for items (one for ores or components, and one for tools and character items). Your solution would only give me one bucket. I would prefer to compartmentalise. Maybe group 3 containers for ores and components and leave one for other bits I need to bring with me or collect.


Think of large grids like main bases or big capital ships. Having a grouped inventory or separate containers is binary. Being able to optionally link containers provides more options for the user.

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5

Yeah, that’s a fair point — and I actually like that idea of compartmentalizing inventories.

I think this can be solved in a couple of ways without losing the simplicity of the “collapsed inventory” view.

One approach could be adding a rule where items prefer to go where similar items already are.

For example:

  • If a container already has iron ore, then nickel ore would try to go there as well
  • Instead of going into a container that already has components or tools

So over time, containers kind of self-organise based on what you put into them first. Simple, but still gives you some control.


But honestly, a more robust solution (and probably more “Space Engineers”) would be specialized cargo containers.

These could:

  • Be visually different depending on their purpose
  • Hold slightly more of their intended item type (efficiency bonus)
  • Only accept specific categories of items

For example:

  • Ore containers
  • Component containers
  • Tool/weapon lockers
  • Ammo storage
  • Food storage

There could still be a universal cargo container, but specialized ones would give you better efficiency and automatically prevent mixing item types.

So if a container is meant for ore — only ore goes in. No accidental mixing.


We never really had this in vanilla SE1, but there’s actually a mod now that does just that called Immersive Cargo.

It even lets you visually see what’s stored inside just by looking at the container, without opening the UI every time.

Honestly, something like that would fit perfectly into SE2. It keeps things intuitive, adds depth, and gives players more control without making inventory management a chore. 🚀

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