Containers (game design)
Containers are storage props the player puts objects into to move and secure them. They are a cornerstone of the transport / logistics loop (load → haul → unload) and will grow into a big system. This page is the design view; the other trades have their own:
- Developers → Network Game → Containers (the mechanic & networking).
- 3D artists → Creative → Container 3D models (meshes & dimensions).
- Level designers → Level Design → Containers (placing them).
What the player experiences
- Store: carry an object into a container and set it down on the floor inside. Once it settles it locks — it becomes immovable, so it can't be knocked around by the player or another crate. The container stays tidy while you haul it around.
- Retrieve: pick a locked object back up to free it.
- Honest placement: only objects that actually rest on the floor inside lock. You can't hang something against a wall or wedge it on a crate's side to cheat storage.
This is the base contract. Everything below is design intent to build on it.
Variants (by use)
The mechanic is one and the same for every container — variants are about what is stored and the container's features, not different storage rules:
- Refrigerated / sealed — food, medical.
- Tanks — liquids and gases.
- Ore hopper / open benne — mining bulk.
- Flat / strappable deck — logistics, vehicles.
Content is signalled on the container itself (hazard/type E‑INK symbol, status light, parcel number) — see the fuller list in Transport / Inventaire.
Where it's going
Foreseen extensions (not built yet): stacking, grids / magnets to snap and pile crates, movable containers (hauled by vehicles/cranes, not by hand), size/capacity tiers, and the mission economy around them. The transport gameplay that frames all this lives in the Transport game-design section.