With the new Quick Sort command, if I use it to fill stacks while viewing a chest, it will also take similar items, that are NOT stackable. This means that if there is a pick or other tool or weapon in the chest, the ones in my inventory will also be relocated.
Then you get out into the world and don’t have your expected gear.
What % of players want to collect a bunch of tools for long term storage? Maybe some, but that’s not what automatic actions should be doing.
Only move items into a chest that have incomplete stacks of the same asset. If you have to avoid creating new stacks of similar items such as Seeds or Aloe, I’d prefer that behavior to having my tools, weapons, etc relocated just because there was a backup tool set in a chest. You should have considered item stackability vs just the item identifier before moving items.
This means don’t move items unless they are more than one in each slot.
Plenty of items are non-stackable, that you still want stored away. Like spell pages, advanced warfare thingies. Not that they should be like that, but janky stack sizes is the main reason to have dedicated chests for one type of item, and quicksort makes it more bearable.
The root issue is that CE lacks favorite tagging like in Terraria.
I would suggest having separate chests for things that don’t quick-sort properly. I usually quick-sort repair kits into my tinker’s, but if I wanted to carry kits on me, I would move any spares into my equipment chests by my bed, so I still could quicksort like before.
But Inventory management is a whole that should have been treated as such. We basically have UI-Command structure, meaning, the UI has things that straight do stuff. It does not manage inventory, it simply does stuff with inventory.
Other games have lots of features because inventory is a whole system the process what the inventory contains, organize internally using lists so it knows where things are and how many of them. Pretty much like a “software” that does the same thing IRL. There is such thing as “inventory theory”, in which people learn functions, practices and techniques of inventory management. Might not be “required” discipline in game development school, but that does not prevent people from learning a thing or two to design systems.