Player-placed chests, shared permissions, and authored treasure spawns.

Chests & Storage

Chests are ordinary items with a chest config — so they're crafted, traded, dropped, and sold like anything else, and authored in the same item editor. They come in two flavors: chests players place, and chests the world spawns.

Authoring a Chest

The Chests tab on the Items page opens a purpose-built editor:

SettingWhat it does
Storage slotsHow many item slots the chest holds
Weight capacityTotal weight it can carry
Default permission modeWho can use it when it's first placed
World spriteThe look on the ground, with a live open / close / locked preview. Only asked for while no animated sprite is authored — once one is set, the animation is the in-world look and this field hides
Open / close / locked cuesWhich sound or effect plays for each state
Guard locksKeep the lid shut while hostiles are nearby

A chest can also be authored as a multi-state animated sprite (idle_closed, idle_open, open, close) through the same avatar editor everything else uses — so it rests closed and plays a real opening animation when a player uses it. Chests authored with a single static sprite keep working unchanged.

Player Chests

A player places a chest on land they're allowed to build on — a housing plot or their own land claim — opens it in range, and picks it back up when it's empty. Sharing is per chest:

PermissionWho
UseCan take and deposit
ViewCan look, not touch
NoneLocked out

…granted to individual characters, a guild, or the public. Placement failures always report a specific reason rather than a generic denial, and a content publish never deletes player-placed chests.

Chests Are Solid

A standing chest blocks the tile it sits on — players and mobs walk around it, never through it, and pathfinding routes around it automatically. Two consequences when you place or author one:

  • Placement is refused on a tile that already holds a chest, on unwalkable ground, and on a tile somebody is standing on ("Cannot place: someone is standing there") — so a chest can never be dropped on top of a player or a mob.
  • Don't author a chest in a doorway or a one-tile corridor you need players to walk through: it will seal the passage. Give it an alcove, or set it against a wall.
Picking the chest up frees the tile immediately. Chests placed inside a house interior follow the interior's own collision, not the overworld map's.

Treasure Spawns

Creators author spawn rules rather than individual world chests. A rule picks a chest item (for its look and storage) and rolls its contents:

  • Loot tables resolved fresh at open time, plus optional extra manual rolls
  • Biome and zone filters so shipwrecks appear on coasts and caches appear in caves
  • Guard locks that keep the chest shut while enemies are alive nearby
  • Scavenge timers and minimap pings for Albion-style treasure hunting
Rules are validated on save (every referenced definition must be a real chest) and support a dry run before you commit. The running server hot-reloads authored chests and treasure rules on publish.

In Game

The chest window is a dual grid — your bag on one side, the chest on the other — with slot and weight meters, drag-and-drop transfer, and a quantity picker for large stacks. It shares the same gem-socket item slot as the shop and bank, so every stashed item reads exactly like an inventory item, and it re-skins from the UI & HUD editor. Events can open a chest directly with the open_chest command.