NewtSortingChests
Press F10 and every chest in your base is sorted: one chest per category, laid out row by row the way you see your shelves, every item in one place. Potion and cooked-food chests stay yours. Companion to SargamAutoStore.Changelog
All notable changes to this project are documented here. Format: Keep a Changelog · Versioning: Semantic Versioning.
[Unreleased]
[1.0.0] - 2026-10-30
New features
- One key (F10) sorts every player chest in range: items grouped into 27 categories, one chest per category, laid out along the chests in the order the player sees them (nearest wall, top shelf, left to right), every item type in one place, split stacks merged, each chest ordered by category, name and quality.
- Row detection from each chest's position, facing and height (
RowLayout), reading direction from where the player stood;RowDirectionandRowOrdersettings. - Free-slot engine: direct moves, push-chains for blocked moves, parking to break full-chest deadlocks; whole-stack
moves only, through the game's own
Inventory.MoveItemToThis. - Layout falls back from one chest per category to fresh chests per family (gear, ammunition, food, materials, trophies, misc) and then to a continuous shelf when a base has too few free slots; the log says which was used.
- Optional
ProtectChestCategories(empty by default): a chest with at least 2 stacks and at least half of its used slots in those categories is protected: nothing moved in, not reordered, strangers moved out; each is named in the log. - Optional
ExcludeCategories(empty by default): categories never moved or reordered. Everything is sorted by default. - Categorisation confirmed against the game's ObjectDB (1519 items);
nscdumpconsole command andDebugDumpssetting write the item list and the chest geometry for reports. - Work spread across frames (2.5 ms budget); items classified once per sort.
- Hard dependency on SargamAutoStore.
