What you are packing

Food for the stockpile

Weight. 121 of the 191 supplies the game files under Food are heavier per cell than the bag allows, so buy to the gram and expect the grid to have room left. Fill the smallest Backpack with Canned Luncheon Meat Food · Meat Satiety +20 Morale +1 1000 g 2×1 cells 20.0 Satiety/kg $30 360 d shelf life Waste at day 1800 Meat Requires cutting tool to open and you get 9 of them, which is 94% of the allowance in 32% of the cells. The supplies list carries the weight and the footprint of every food, and what a supply is worth ranks them by Satiety per kilogram, which is the figure a weight cap makes matter.

Salvage and materials

Cells. 25 of the 30 Materials and 23 of the 25 Household items run out of grid before they run out of grams, so a salvage run comes home with the bag looking full and kilograms of allowance untouched. That makes it the trip to bring one heavy thing back on: a scavenging haul of light junk plus a single dense find costs you nothing you were using. Where to scavenge has what each site holds.

A furniture package

Weight, and at once. 98 of the 100 Furniture Packages are weight bound. A package like Ration Press Package Furniture Packages 8000 g 2×2 cells Keeps indefinitely Once unpacked, this ration press can be installed at home. It presses food you can't finish into rations that keep. is 8 kg in 4 cells: 83% of the smallest Backpack’s whole allowance in 7% of its grid. Carry the package and something light, or carry the package and walk.

A bit of everything

Load the dense items first. The two limits are not interchangeable, and the order you pack in decides how much of each you get to spend. Fill the smallest Backpack with Scrap Metal Materials Stamina -10 100 g 1×1 cells $10 Keeps indefinitely Materials for crafting and the grid is gone with 4 kg of allowance still unspent and no cell left to spend it in: the rule says 0 tins fit after that. Do it the other way and the 9 tins go in first, then 6 more pieces of scrap fill the gap, and the bag leaves at 100% of its weight.

Open the supplies list Every supply with what it weighs and how many cells it takes, so you can work out which limit it spends. This opens on Canned Luncheon Meat, the tin the worked example below packs.

The division that decides it

A bag stops you twice over. It has a weight allowance in grams and a grid of cells, and each supply spends both at once: its own weight, and the footprint the game gives it. Neither limit knows about the other, so the one you hit is whichever you run down faster.

That comparison is a single division on each side. The bag allows 171 g a cell on the smallest Backpack. Canned Luncheon Meat Food · Meat Satiety +20 Morale +1 1000 g 2×1 cells 20.0 Satiety/kg $30 360 d shelf life Waste at day 1800 Meat Requires cutting tool to open is 1 kg in 2 cells, which is 500 g a cell, so it is the denser of the two and weight goes first. Scrap Metal Materials Stamina -10 100 g 1×1 cells $10 Keeps indefinitely Materials for crafting is 100 g a cell, so the grid goes first and the allowance is what is left over.

The same smallest Backpack, filled with one supply at a time. The last column is the one that stopped you.
Supply Each Cells each Grams a cell Fits Left over Runs out first
Canned Luncheon Meat 1 kg 2 500 9 38 cells Weight
Hardtack 4 kg 12 333 2 32 cells Weight
Five-Spice Beef Jerky 200 g 1 200 48 8 cells Weight
Tomato 150 g 1 150 56 1.2 kg Cells
Scrap Metal 100 g 1 100 56 4 kg Cells
Ration Press Package 8 kg 4 2000 1 52 cells Weight
Perfectionist Stacking
Cells are shelf space. The weight allowance is a separate rating, and a bag runs out of one of them well before the other.

Which bag allows what

Every carried bag has its own tipping point, and it moves more than you would expect. The 4 Backpack rows all allow 9.6 kg and differ only in how many cells they spread it over, so each extra row lowers the grams a cell and pushes more of the game’s supplies onto the weight limit rather than off it.

The carried bags, smallest allowance first, with the grams a cell each one allows and how many of the game's supplies hit weight before cells in it.
Bag Grid Cells Allowance Grams a cell Weight-bound supplies
Backpack 8 × 7 56 9.6 kg 171 321 of 475
Backpack 8 × 8 64 9.6 kg 150 346 of 475
Backpack 8 × 9 72 9.6 kg 133 348 of 475
Backpack 8 × 10 80 9.6 kg 120 372 of 475
Camping Backpack 10 × 8 80 12 kg 150 346 of 475
Warehouse Backpack 9 × 8 72 12.5 kg 173 321 of 475
Warehouse Backpack 9 × 9 81 12.5 kg 154 331 of 475
Warehouse Backpack 9 × 10 90 12.5 kg 139 346 of 475
Warehouse Backpack 9 × 11 99 12.5 kg 126 348 of 475
Shopping Cart 12 × 8 96 18 kg 188 319 of 475
Sedan 14 × 10 140 48 kg 343 149 of 475

At one end, the 8 × 7 Backpack allows 171 g a cell and 321 supplies are too dense for it. At the other, the Sedan allows 343 g a cell and the count falls to 149, so in that one the grid is the usual constraint and the grams are the slack.

The Shopping Cart row sits between them at 18 kg over 96 cells, and it is not something you buy. The vehicle shop’s own screen says how it reaches you: "After buying a car, you'll get a Shopping Cart when visiting stores. Put items in the Shopping Cart and they'll be loaded into the trunk to take them back home. The better the car, the larger the trunk and the less time it takes to travel back and forth." So it comes with a car rather than with money of its own, which is why no row in the tables carries a price for it.

Vehicles buy cells and hours, not grams

The 3 vehicles, what they cost, what they do to travel time, and the trunk each one adds.
Vehicle Price Travel time Trunk grid Trunk cells Trunk allowance
Bicycle $150 85% of on foot 5 × 4 20 none in the tables
Car $500 55% of on foot 10 × 8 80 none in the tables
SUV $900 55% of on foot 12 × 10 120 none in the tables

All 3 trunk rows carry a grid and a weight allowance of zero, so a trunk is a container that limits space and nothing else. Run the rule over one and it agrees: with no allowance to spend, the weight side reads 0% whatever you put in, and the cells decide.

The other half of a vehicle is the clock. Discount Mart is 1 hour away on foot and 33 min in a Car, against a prep window of 10 hours in total. Vehicles are sold at Used Car Lot, itself 1 hr 30 min out, and the Car costs 50% of the money a run starts with. The shop tip promises a shorter trip from a better car, but the table gives the Car and the SUV the same multiplier. Between those two, only the trunk grows.

Immovable Large Box
One crate can spend most of a bag's weight rating while barely touching its shelves.

A worked example: tins first, then an empty grid

Start with the smallest Backpack and nothing in it, and fill it with Canned Luncheon Meat Food · Meat Satiety +20 Morale +1 1000 g 2×1 cells 20.0 Satiety/kg $30 360 d shelf life Waste at day 1800 Meat Requires cutting tool to open . The rule says 9 fit. That load is 9 kg in 18 cells, so it has spent 94% of the allowance and 32% of the grid. Room for another tin is 0, with 38 cells doing nothing.

What still fits is anything light. Scrap Metal Materials Stamina -10 100 g 1×1 cells $10 Keeps indefinitely Materials for crafting costs 100 g a cell, and 600 g of leftover allowance takes 6 of them. The bag goes home at 100% of its weight and 43% of its cells.

Now reverse the order. Fill the same bag with Scrap Metal first and 56 pieces go in, which is 100% of the grid and only 58% of the weight. Ask the rule how many tins still fit and the answer is 0. There are 4 kg of allowance sitting there that you can no longer reach, because reaching it needs a cell and there are none. Dense first, light second, every trip.

What raises either limit

Talents that move a carry limit, with what the game's own text says each one does.
Talent Bought Points What it says Limit it moves
Encumbrance Between runs 150 for all 5 Carry 3kg more weight. Weight
Light Equipment During a run 10 Increases inventory capacity by 10%. Weight
Heavy Lifting During a run 15 Increases inventory capacity by 15%. Weight
Wide Shoulder Straps During a run 16 Increases inventory capacity by 0.5 kg. Weight
Waist Clips During a run 24 Increases inventory capacity by 0.75 kg. Weight
Packing Skills During a run 32 Increases inventory capacity by 1 kg. Weight
External Mesh Pouch During a run 30 Adds one row to inventory slots. 8 slots total. Cells
Side Pocket Modification During a run 50 Adds another row to inventory slots. 8 slots total. Cells
Carrying Frame Extension During a run 75 Adds another row to inventory slots. 8 slots total. Cells

Encumbrance is the one bought between runs. Its top level adds 3 kg, or 31% of the smallest Backpack’s allowance. That is more grams than any other backpack in the table adds over it, the best of those being 2.9 kg. Which talents to buy has what the permanent tree costs as a whole.

Inside a run the pool offers both limits, and the percentage entries are the better trade on a small bag. Heavy Lifting at 15 points is 1.4 kg on the smallest Backpack, where Packing Skills charges 32 points for 1 kg. The 3 row talents add cells and no grams, so they are worth taking only on the loads the grid is actually stopping. One more, Fleet-Footed, pays for travelling light rather than for carrying more: Movement Speed +15% and Stamina consumption -10% when total inventory weight is below 1000g.

What to do

  1. Work out which limit the trip is spending before you leave. Grams a cell on the bag against grams a cell on what you are buying, and the larger one wins.
  2. Buy dense supplies until the allowance is nearly gone, and stop short of the last few grams. On the smallest Backpack the weight is what binds for 321 of the 475 supplies in the game, and the grid will not be full when the allowance is.
  3. Put the light things in last, into cells the dense load left over. Reverse those two and the allowance strands, as 56 pieces of Scrap Metal show.
  4. Take the cells when a bigger bag reaches you, and expect nothing from the allowance. Every Backpack row holds the same 9.6 kg and differs only in the grid, so a roomier one helps a load the cells were stopping and does nothing for a load the grams were. The tables give no price and no shop for any bag, so this is what to do with one you have rather than one to go and buy.
  5. Treat a vehicle as cells and hours rather than weight. The trunks carry no allowance in the tables, and a Car at $500 is 50% of the starting money.

Quick reference

  • The test: a bag’s grams a cell against a supply’s grams a cell.
  • Smallest Backpack: 9.6 kg over 56 cells, which is 171 g a cell.
  • Weight binds on 321 of 475 supplies in that bag, and on 149 in the Sedan.
  • Cells bind on 25 of 30 Materials and 23 of 25 Household items.
  • Roomiest carried bag: Sedan, 48 kg over 140 cells.
  • Biggest trunk: SUV, 120 cells and no weight allowance in the tables.