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:
| Setting | What it does |
|---|---|
| Storage slots | How many item slots the chest holds |
| Weight capacity | Total weight it can carry |
| Default permission mode | Who can use it when it's first placed |
| World sprite | The 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 cues | Which sound or effect plays for each state |
| Guard locks | Keep 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:
| Permission | Who |
|---|---|
| Use | Can take and deposit |
| View | Can look, not touch |
| None | Locked 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.
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
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.