The prop art and texture design has gotten better and better as time goes on, its a real feather in CIG's CAP but Please, do not texture un-interactable boxes the same as interactable ones Its the artist's job to create a beautiful visually plausible scene, you're doing that SO WELL but its also the artists job to communicate aspects of the game that around the fact the game has limits e.g. not every box is going to be interactable in the verse, thats not practical in any way so when something IS interactable, it generally should look different to something non-interctable. edit - we're playing a game where a medical box, can be a medical box or an inanimate box OR a chair that's just not good visual information or story telling However, you don't take that principle too far and make it glow bright in the dark etc, unless that's appropriate === Currently SC is struggling to have a consistent logic on the loot experience however one TINY change that would save everyone alot of annoyance (or at least my own sanity) is to have 2 variants of each prop box. Lootable Box = Has symbol on it (ammo icon, medical icon etc, relevant to its content) Non-Lootable Box = No symbol. Literally the same model, texture etc, but no symbol. This creates consistent art, saves the artists time, but prevents the game mis communicating to the player "I'm a thing, come look at me, press F" Very big win in my book for very little effort. And surely having dozens of boxes in a scene that no longer need to show a decal has some performance advantage? Like this box, Its floating, so tbh my gamer brain says "this is probably a dynamic object for me to interact with, its hidden under an elevator, probably loot" but no interaction etc, either thats a bug and its supposed to, or its just a floating box (seriously I'm gonna be posting so many floater pictures in the next month you'll be dizzy) but the point is that the art should clearly be saying "Yes, I'm a box with stuff, F me"