Summary
Tetris Inventory
Description
Tetris Inventory
Arma Reforger's inventory never felt very intuitive to me. It's grid-based, but in practice it never really lets you place items freely because everything is governed by weight — and sometimes it felt unrealistic: you could carry huge items in a shirt pocket without the grid reflecting the object's actual size at all.
This mod fixes that by turning the inventory into a Tetris-style system (DayZ/Tarkov-inspired): every item takes up the real space it should on the grid, you drag it wherever you want, rotate it with the "R" key, and the size of your backpack or vest becomes the actual limit — not an abstract weight number.
On top of that, looting an unidentified container (a body, a dropped bag, an unconfigured crate) now loads its items Tarkov-style: the grid appears right away, but each item stays hidden under a dark, gently pulsing placeholder sized to its real footprint, revealing on its own timer, one at a time, with a rummaging sound while it happens. Purely cosmetic, fully tunable, and can be turned off entirely.
How your layout is saved: the way you arrange items in a container is remembered just for you, on your own computer — not for the server or other players. Everyone else still sees exactly what they'd normally see (which items exist), just not how you personally arranged them. If a container wasn't set up to remember its layout (see FOR MODDERS), it simply resets to auto-arranged the next time you open it — nothing is ever lost or broken either way.
FOR MODDERS:
Technical details: the mod is 100% client-side. It never touches the networked/replicated inventory state (what items exist, where they physically are, who owns them) — only how items are displayed and arranged visually on each client. This rules out any risk of desync or item duplication between players. The only thing actually saved locally is the grid position and rotation of each item, nothing else.
Any storage the player has equipped (backpack, vest, uniform, pockets) gets its item positions saved locally and automatically — no setup needed.
Any vehicle (any prefab based on the game's Vehicle class) also gets this automatically, with zero setup, regardless of how many variants exist.
For non-vehicle external storages (crates, world containers, other mods' storages), local persistence is opt-in: add XA_LocalStorageComponent to the prefab with m_bEnableLocalStorage = true, or list it in the storage-overrides .conf below without touching the prefab at all. Without either, the container still gets the full Tetris grid while playing — it just resets to auto-arranged once the session ends.
To change how many grid cells a specific storage or item has (instead of automatic volume-based sizing), uncheck "XA Auto Grid Dimensions" on its component in Workbench and set your own columns/rows, or set the same from the .conf override — no script editing needed either way.
The mod ships with three .conf files, all editable without touching any script:
• XA_StorageOverrides.conf — per-prefab local persistence and grid-size overrides for external storages, without adding any component to the prefab.
• XA_LoadingConfig.conf — tunes the Tarkov-style loading animation: initial wait, seconds per item, sound on/off and its repeat interval, a global space multiplier for all items, a hard cap on grid columns, and a master switch to disable the whole animation.
• XA_PrefabBlacklist.conf — prefabs the mod should ignore completely, reverting them to 100% vanilla inventory (no grid, no weight bypass, no animation). Supports exact prefab match, whole-folder match, or "contains text" match — the last one for auto-generated world compositions (like Arsenal boxes) whose prefab identity isn't stable between placements.
License
Arma Public License (APL)