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 |
| Chest window | This chest kind's own window: title, subtitle, grid columns, accent colour, background, frame, header icon and empty message. Every field is optional and sits on top of the world's Chest panel — see Item Windows & Item Slots |
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.
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 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.
Which maps a rule spawns on#
| Rule's Zones | Where its chests can appear |
|---|---|
| Empty (any zone) | Every outdoor map — never inside a map marked interior, so treasure doesn't land in houses |
| One or more maps picked | Exactly those maps, interiors included — caves, dungeons and imported RPG Maker maps are usually interiors |
Inside those maps a chest only lands on a walkable tile, at least 3 tiles from another chest and 8 from any player, and — when the rule lists Biomes — only on tiles painted with one of them. To put chests on exact spots (where barrels stood in a cave, say), paint a small biome on those tiles in the map editor and list it on the rule.
Max concurrent works in both directions#
Max concurrent is how many of a rule's chests may stand in the world at once — not just a limit on spawning. Lower it and the server removes the surplus on its next maintenance pass; turn the rule off and every chest it spawned is cleared. So a rule you accidentally left at a high number is fixed by lowering it and publishing: you do not have to hunt the chests down.
Two chests are deliberately spared from that cleanup, and stay past the cap until they resolve on their own:
| Spared | Why |
|---|---|
| A chest a player has open right now | It would vanish out from under them mid-loot |
| A chest still holding loot | Someone uncovered it and hasn't finished taking; removing the chest removes the items |
Unopened chests go first — loot only rolls the first time a chest is opened, so an untouched one is empty and no player has seen inside it. Large clean-ups drain gradually rather than all at once, so a rule dropping from a thousand chests to three clears over about a minute instead of stalling the server.
Treasure chests are loot, not storage#
A chest a spawn rule placed is take-only. Players can empty it, but they cannot store items in it and cannot pick it up and carry it away — the window says Loot only and refuses the drop. This is not a permission you can grant: the chest despawns on its own timer and takes its contents with it, so anything stored in one would simply be destroyed.
Chests players place and chests you author onto a map are unaffected — those are real storage, and their access is governed by the permission table above.
In Game#
The chest window opens beside your bag — one grid for the chest, with slot and weight meters. Items move by right-click (a stack asks how many), shift-click or double-click for the whole stack, drag-and-drop, or the Take all, Deposit all and Stack matching buttons. On a phone the chest and the bag share the screen as two halves. Every slot shows the same tooltip as a bag slot, and shares the same item slot as the shop and bank, so a stashed item reads exactly like an inventory item. The window, its columns and its slots re-skin from the UI & HUD editor, and one kind of chest can carry its own look — both covered in Item Windows & Item Slots. Events can open a chest directly with the open_chest command.