Skip to content

Item footprints + storage surfaces — design lock

Status: Locked 2026-11-11
Contract: FS-GUI-010 · FS-AMMO-001 · FS-GUI-008 / FS-CRF · pack tfa_gdd_html/data/tfa_item_footprints_v2.json
Genre lock: Multi-cell rectangular Gear footprints — not uniform 1×1 “everything is 1 slot.”

  • Define every player-touchable item’s storage surface and size.
  • Keep spatial bag pressure (Forge needs a free rect; Secure Locker transfers 1:1).
  • No currency / gold in bags — Credits · BTUCOIN · LUMENAR stay chips only.
  • Refit modules are Gear 1×1; Crafting reagents stay rail stacks; Forge/Inspect “parts rail” is a view of bag modules, not a second pool.
Surface Holds Size rule
Character I Gear (W_TFA_Bag_Gear) · Secure Locker gear pane Guns, melee, armor, jewelry, shields, Mechanical Arms, Refit modules Authored W×H (modules always 1×1)
Socketables Phonons, Gems, Jewels 1×1 only
Artifacts Artifact / Set chips 1×1 only
Crafting rail (Forge page) Dual Stack Cells, Frames, Blueprints, world mats, Kha-Shards, Well Tap Stack chips + count — not Gear cells
HUD counters Field / Specialist / Siege ammo; Ordnance grenade charges Never a bag tile
Currency chips Credits, BTUCOIN, LUMENAR Never a bag tile

Inventory inner tabs stay three: Gear · Socketables · Artifacts. Refit modules live on Gear (optional Parts filter chip later — not a fourth top/inner tab).

Kind Storage UI
refit_module (Barrel, Mag, Optic/Counterweight, Stock/Brace/Underlug, Grip, keyed specialty five-pack rows) Gear / Locker 1×1 Inspect Install picker + Forge parts strip = filter of bag (optional include Locker)
craft_reagent Crafting rail only World-mat / reagent rail on Forge

Pickup / unsocket of a module needs a free Gear 1×1. Full bag → refuse. Cells / mats never compete with chests for cells.

  • Rectangles only — no L / T / diagonal.
  • Quality / Unique / Apex / sockets / affixes do not change size.
  • Light / Med / Heavy armor = same footprint (plates look different; underarmor joints unchanged).
  • 90° rotate on Gear / Locker.
  • Catalog → UE DT_TFA_ItemFootprints.

See tfa_gdd_html/data/tfa_item_footprints_v2.json for machine-readable rows. Human summary:

Class × Receiver W×H
Sidearm · Hand Cannon 2×1
Rifle SMG 2×2
Rifle Auto · Pulse · Scout · Trace 3×1
Shotgun 3×2
Rifle Sniper · Linear Fusion 4×1
Crossbow 2×3
Bow 2×4
DE Fusion 3×2
Machine Gun · Rifle Gatling · MG Gatling · Grenade Launcher 3×2
Heavy Gun · Heavy Gatling · Rocket · Crown-class specialty 4×2
Family W×H
Wrist razors / claws · dirk / short 1×2
1H blade / axe / mace 1×3
Staff / scepter 1×4
2H sword / axe / maul 2×3
Polearm / spear / glaive / heavy spear 2×4
Slot W×H
Ring · Amulet · Refit module 1×1
Belt 2×1
Helm · Gloves · Boots · Energy Shield 2×2
Chest (any Light/Med/Heavy) · Phys Shield · Mechanical Arms 2×3
Wrist mount (bagged) 1×2
Kind Surface
Phonon · Gem · Jewel · Artifact chip Socketables / Artifacts 1×1
Dual Stack Cells · Frame · Blueprint · world mat · Kha-Shard · Well Tap Crafting rail
Ammo bricks · grenade charges · currencies Never bag
  • Character I / Forge / Inspect: tfa_gdd_html/js/item-footprints.js + gui.js (v2 sizes, Gear modules, Forge parts strip, Inspect Install from bag).
  • Secure Locker lab: real 10×6 / 12×12 cell place + cell occupancy.
  • UE import CSV: tfa_gdd_html/data/DT_TFA_ItemFootprints.csv (authoring lock for DT_TFA_ItemFootprints).
  • Matrix still: tfa_gdd_html/figures/item_footprints_matrix.jpg when shipped.