ArmaDB

Tetris Inventory

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0

Servers

1

Rating

100%

4 votes

Subscribers

-

432 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A0218802D9AE6A7

Busiest servers running it 1 in total

All servers

Players on servers with it

daily, last 30 days

0 1 2 3 4 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 3
Average players Low to peak in each bucket

Details

Author
-XA
Version
1.0.38
Size
114 KB
Licence
APL
Game version
1.8.0.10
Likes
0 / 0 dislikes
Published
1 Aug 2026
Updated
1 month ago
Workshop ID
6A0218802D9AE6A7

Recent adoption

30 days: +7 −7 ↑0

Version history

10
  1. v1.0.38 114 KB 18 Aug 2026
  2. v1.0.37 115 KB 17 Aug 2026
  3. v1.0.36 115 KB 11 Aug 2026
  4. v1.0.35 115 KB 7 Aug 2026
  5. v1.0.34 69 KB 2 Aug 2026
  6. v1.0.33 69 KB 2 Aug 2026
Description from the Workshop

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, pocket...