bandicot

Inventory reads like a loadout

The Inventory is redrawn around slots: the loadout in a grid you scan at a glance, a full sheet for the item in focus, and totals that preview a swap.

Design

The left pane lists each kind — skills, developer servers, connectors, plugins, extensions — with how many are equipped out of how many are installed. Below it, equipped items sit in slots that show their name and their weight in context; the empty slots stay visible, and the first one opens the catalog. Swap or add turns the slots into the full catalog, one row per item with an equip or remove button.

The middle pane is the item sheet: what it costs at session start, its share of the loadout, how often it was used, then either a plain explanation with the words it answers to or the technical detail. The right pane holds the loadout's totals — one large token figure, a bar with a segment per item, the role the agent reads as and any overlapping triggers. Hover a catalog item and the figure, the bar and the role all show the after-swap value before you commit.

Memory now folds away under the panes and opens when you want it, with the same keep, drop and drag-to-select controls. The layout follows the window rather than the screen: three panes when there is room, two with the totals underneath when there is not, one column when narrow, at any zoom.