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Valuables are one thing. On the other, ambient decorations. They get broken way too easily, and clutter the inventory faster than I can clean it. I think a good way of dealing with them would be making them breakable by using a shovel only, and let them stay intact no matter how much they are attacked by the player or mobs. It will also help keep the natural beauty of the areas intact, instead of turning them into barren wastelands.
A better inventory management option sure would be welcome. Maybe an upgraded trashcan, like in Stardew Valley? A special slot for coins and vehicles, and an auto-deposit button, like in Terraria?
The thing take up the most space are just outdoor/indoor furniture and outdoor/indoor decorative. I don't get I can't scrape furniture stuff and decorative stuff. I can't even scrape a chest. I can't even scrape wooden/stone brick block that just made out of wood/stone.
https://mod.io/g/corekeeper/m/inventory-size-patch
This is some ultimate modding tool
https://github.com/RussDev7/CoreKeepersWorkshop
"
Inventory editor.
Name changer.
World difficulty changer.
Automatic fishing bot.
Export / import players.
Minimization support.
Unknown ID debugger.
Modded support.
No game file replacement.
Future proof resiliency.
Basic multiplayer support.
Automatic map renderer.
Player skill editor.
"
Otherwise you just gotta learn what you need, what you don't, etc. Inventory management is a thing in pretty much every RPG game so you're just going to have to work with it.
I'd also be wary of mods that increase bag space as who knows what happens if an update happens to break mods (like quite recently) as I've heard some mods that allow more inventory will just delete all the excess items. Not saying it will happen just be careful before considering their usage.
If there was an item filter this wouldn't be a discussion.
Yeassh don't gottta get so aggro on me. Sorry I even tried to help. Have a nice day.
I play other games as well, I don't want to have to memorize everything about this game.
Maybe unique powered chests? Once powered they are linked in a network and items are shared across multiple powered chests, in the network you can flip through the pages of tabs for categories?
This way you can have items available from long distances.
If they made it so that creatures can't destroy belts then this would work perfectly.
You just then to go explore later to pick up what was left on the ground!
or :
Bring wood in your inventory, craft a chest when you are full, and just create drop stops. You can use a maker on the map to be able to relocate this chest spot to come back later on (remember to remove your marker if you don't need it)
You cannot expect for a new hero to be able to accomplish everything on his first journey! :D I hope these tricks can help you and others enjoy this fabulous game a bit more!
As others mentioned, you can always leave items on the ground or drop them to come back later. You can also always create small storage areas with half a dozen chests, which I specialize for plants and seeds, ore and other materials, valuables, armors and weapons, etc.
When you visit the chests later you can just click the Quick Stack button to dump all the small items into the respective chests. You can mark these areas on the map so that you can find them later when you want to transfer the collected stuff to your base, eg after placing a temporary portal there.
For armor and weapons it is usefull to know which to keep, which to sell and which to salvage, so you can salvage all the cheap useless items right away and save inventory space. I always have a repair station in my inventory to repair equipment when far from home.
Terraria's Piggy Bank - Basically, a small piggy bank connected to a duplicate, usually kept at one's base. The storage's are shared. One keeps one in one's pack, setting it up on a table/similar when it needs to be accessed and items put in or taken out from it. It's just "shared space" but it's extremely handy. Keeping potions or supplies easily accessible or putting full stacks of items within to be re-stored later when one gets back to base. It is carried within the backpack, requires two spaces, and must be taken out and set on a suitable surface for use.
In Core-Keeper, one may even be able to automate it. A piggy bank shared storage could be set up in one's base and sorting arms placed to take items from within to be stored in nearby chests. I think that would be a good solution, in general, because it would require, one hopes, the player to Craft it using some very rare and hard to obtain materials. Combining such solutions with other game mechanics is the way to go...
Elder Scrolls Online - Alchemy Bag (or named similar) - In ESO, there is a bag with infinite storage for Crafting components. One pays for such luxury with a subscription fee... But, a good translation to Core Keeper would be some similar items that acted to filter certain crafting materials. Like... :
Alchemy Bag - A small one-slot bag that fits in backpack inventory and holds up to x stacks of certain crafting materials related only to consumables. (Potions/Food) It can be "opened" if placed on a table/similar, but it will auto-accept consumable-crafting pickups up to x stacks. (Six, perhaps?)
Mining Rack Accessory - A bag that only accepts rocks (etc/medium) /similar and metals used in crafting. It can accept six stacks. It would occupy the Accessory slot, meaning the player would have to give up using an Accessory while using it. (Not a bad trade-off when just looking for materials)
The idea is simple - Reinforce other game mechanics, leverage gameplay, to create workable solutions that are not "overpowered" and that pursuing these solutions, in itself, adds to the gameplay experience.