Tutorial
CompleteAndy's Shulker Box Kit System
A survival-world storage tutorial from Andy's Archive
A survival-world storage tutorial from Andy's Archive
Overview
Andy's Shulker Box Kit System is a standardized way to organize shulker boxes into reusable, purpose-built kits.
The idea is simple:
Every common job in a long-term Minecraft world should have a kit that is ready to grab, use, refill, and return.
Instead of packing a random shulker box every time you build, explore, farm, travel, or work on redstone, this system gives each activity a permanent kit with a clear name, color, code, and purpose.
The system was designed for The Forgelands, but it can be used in almost any survival world. It works for solo players, SMP bases, town storage rooms, mega builds, expedition camps, server infrastructure, and long-term worlds where organization starts to matter as much as diamonds.
What The System Solves
Most players eventually run into the same problem.
At first, a few chests are enough. Then the base grows. Then the storage room grows. Then there are project boxes, backup boxes, travel boxes, rail boxes, redstone boxes, farm boxes, and a few mystery shulkers that nobody wants to open because the truth inside is probably gravel, string, three buttons, and regret.
This system fixes that by giving every kit a stable identity.
Every shulker box should answer three questions before you open it:
- What category is this?
- What is this used for?
- Where does this belong when I am done?
The color answers the category.
The code answers the job.
The class answers how the kit is stored and used.
The Core Rule
Do not build kits around random items.
Build kits around scenarios.
Before making a kit, read the name of the kit and think through what that name means in Minecraft.
Ask:
- When would a player reach for this kit?
- What problem is the player trying to solve?
- What items would be hard to replace in that moment?
- What items would be consumed during the task?
- What items unlock the actual function of the kit?
A good kit is not a box of useful stuff. A good kit is a solution to a repeatable situation.
The Replaceability Rule
Every item in a kit should pass at least one of these three tests.
If an item fails all three tests, it probably does not belong in the kit.
Test 1: Difficult To Replace
The item cannot be reasonably obtained during the activity the kit is designed for.
Examples:
- Lodestone
- Compass
- Recovery Compass
- Spyglass
- Brush
- Shulker Shells
- Ender Pearls
- Leads
- Name Tags
- Totems
- Armor Trim Templates
These items are valuable because losing time to replace them would interrupt the job.
Test 2: Frequently Consumed
The item is expected to be used in meaningful quantity.
Examples:
- Firework Rockets
- Food
- Torches
- Lanterns
- Signs
- Maps
- Rails
- Powered Rails
- Scaffolding
- Bonemeal
These items belong in kits because the player will burn through them while working.
Test 3: Enables A Core Function
The item unlocks an important capability that the kit needs.
Examples:
- Crafting Table
- Furnace
- Ender Chest
- Bed
- Cartography Table
- Brewing Stand
- Smithing Table
- Stonecutter
- Composter
These items belong because without them, the kit cannot fully do its job.
Naming Format
Every kit uses the same naming format:
PREFIX-NUMBER
KIT NAME
Examples:
EXP-01
Explorer Kit
BLD-01
General Builder Kit
RED-01
Basic Redstone Kit
This format makes kits easy to sort, expand, search, label, and recognize.
Kit Codes
The prefix identifies the kit family.
The number identifies the kit within that family.
Kits with multiple versions should share the same prefix.
For example, building kits should stay in the BLD family:
| Code | Kit |
|---|---|
| BLD-01 | General Builder Kit |
| BLD-02 | Structural Blocks Kit |
| BLD-03 | Stairs & Slabs Kit |
| BLD-04 | Doors & Trapdoors Kit |
| BLD-05 | Glass & Windows Kit |
| BLD-06 | Concrete Builder Kit |
| BLD-07 | Bridge Builder Kit |
| BLD-08 | Lighting Kit |
Redstone kits should stay in the RED family:
| Code | Kit |
|---|---|
| RED-01 | Basic Redstone Kit |
| RED-02 | Logic Circuit Kit |
| RED-03 | Clock Systems Kit |
| RED-04 | Item Sorter Kit |
| RED-05 | Farm Automation Kit |
| RED-06 | Flying Machine Kit |
| RED-07 | Auto Crafter Kit |
The prefix keeps the system readable even after it grows past a few dozen kits.
Color Categories
Shulker colors represent broad categories, not individual kits.
| Shulker Color | Category |
|---|---|
| Purple | Exploration & Adventure |
| Blue | Transportation & Logistics |
| Light Blue | Gear & Equipment |
| Cyan | Storage & Organization |
| Green | Decoration & Landscaping |
| Lime | Farming & Food |
| Yellow | Building & Construction |
| Orange | Infrastructure & Utilities |
| Red | Redstone & Automation |
| Pink | Villagers & Trading |
| Brown | Natural Materials |
| Gray | Stone & Masonry |
| Light Gray | Bulk Building Materials |
| Black | Vault & High-Value Storage |
| White | Records, Mapping & Knowledge |
| Magenta | Potions & Alchemy |
The goal is instant recognition. If a player sees a red shulker, they should know it belongs to redstone or automation. If they see a purple shulker, they should think exploration, adventure, or expedition work.
Master Prefixes
Prefixes are grouped by purpose.
Exploration
| Prefix | Purpose |
|---|---|
| EXP | Exploration |
| CAMP | Camping |
| MAP | Mapping |
| CWES | Cubed Worlds Explorers Society |
Building
| Prefix | Purpose |
|---|---|
| BLD | Building |
| TXT | Texturing |
| PATH | Pathways |
| DEC | Decoration |
Logistics
| Prefix | Purpose |
|---|---|
| RAIL | Railways |
| TRANS | Transportation |
| LOG | Logistics |
| STOR | Storage |
Engineering
| Prefix | Purpose |
|---|---|
| RED | Redstone |
| FARM | Farms |
| IND | Industrial Systems |
Support
| Prefix | Purpose |
|---|---|
| GEAR | Equipment |
| FOOD | Food |
| POT | Potions |
| VIL | Villagers |
Mega Projects
| Prefix | Purpose |
|---|---|
| MEGA | Multi-Shulker Project Systems |
Kit Classes
Not every kit is used the same way. The class tells you where the kit belongs and how often it should travel with the player.
Class A: Permanent Carry Kits
These kits usually live in the player's Ender Chest.
They support common situations that can happen at almost any time.
Examples:
- Explorer Kit
- Gear Kit
- Expedition Food Kit
- Camp Kit
- Builder Kit
- Redstone Kit
- Lighting Kit
Class B: Project Kits
These kits are pulled when a specific project begins and returned when the project is finished.
Examples:
- Trading Hall Builder Kit
- Iron Farm Builder Kit
- Gold Farm Builder Kit
- Villager Capture & Transport Kit
- Museum Builder Kit
- Armory Builder Kit
Class C: Palette Kits
These kits maintain visual consistency.
They are useful for builders who want paths, walls, buildings, districts, farms, and roads to share a planned material language.
Examples:
- Stone Texturing Kit
- Deepslate Texturing Kit
- Tuff Texturing Kit
- Mud Brick Texturing Kit
- Forest Pathways Kit
- Ancient Pathways Kit
Class D: Mega Project Systems
Some projects are too large for one shulker box.
These become multi-kit systems.
Examples:
- Grand Rail Line
- Great Zoo
- Aquarium
- Brickworks
- National Park
- Monument to the Community
A mega project might use rail kits, builder kits, lighting kits, palette kits, storage kits, redstone kits, and food kits together as one coordinated system.
Required Fields For Every Kit
Every kit should include these fields:
| Field | Meaning |
|---|---|
| Code | The prefix and number, such as EXP-01 |
| Name | The readable kit name |
| Color | The shulker color category |
| Class | The storage/use class |
| Purpose | What the kit is for |
| Scenario | When a player would use it |
| Use Case | How the kit is used in play |
| Contents | The 27-slot shulker layout |
| Notes | Refill rules, variants, or special logic |
This schema keeps the system useful for websites, spreadsheets, storage-room signs, item frames, lecterns, and tutorial articles.
Standard Ender Chest Loadout
For a long-term world, a strong default Ender Chest loadout is:
Top Row
EXP-01Explorer KitGEAR-01Equipment KitFOOD-01Expedition Food Kit
Middle Row
CAMP-01Camp KitBLD-01General Builder KitRED-01Basic Redstone Kit
Bottom Row
MAP-01Cartography KitBLD-08Lighting Kit- Open Project Slot
The open project slot is intentional. It leaves space for whatever job you are actively doing.
The First Five Kits
These five kits are a strong starting point for most survival players.
They cover building, redstone, farming, equipment support, and exploration.
BLD-01: General Builder Kit
Color: Yellow
Class: A - Permanent Carry Kit
Purpose: General building, repairs, scaffolding, measurements, temporary access, and small construction jobs.
Scenario
A player arrives at a worksite and needs to build, repair, measure, climb, mark, light, and clean up without running back to storage every few minutes.
This kit is not meant to hold every block for a finished build. It supports the act of building.
Contents
| Slot | Item |
|---|---|
| 1 | Crafting Table |
| 2 | Stonecutter |
| 3 | Furnace |
| 4 | Ender Chest |
| 5 | Scaffolding x64 |
| 6 | Scaffolding x64 |
| 7 | Ladders x64 |
| 8 | Torches x64 |
| 9 | Lanterns x64 |
| 10 | Dirt x64 |
| 11 | Cobblestone x64 |
| 12 | Temporary Blocks x64 |
| 13 | Oak Logs x64 |
| 14 | Oak Planks x64 |
| 15 | Sticks x64 |
| 16 | Chests x64 |
| 17 | Barrels x64 |
| 18 | Signs x64 |
| 19 | Item Frames x64 |
| 20 | Water Bucket |
| 21 | Lava Bucket |
| 22 | Shears |
| 23 | Flint and Steel |
| 24 | Slime Blocks x64 |
| 25 | Honey Blocks x64 |
| 26 | Firework Rockets x64 |
| 27 | Spare Shulker Shells x64 |
Notes
The General Builder Kit is a support kit. The main build palette should live in separate project or palette kits.
RED-01: Basic Redstone Kit
Color: Red
Class: A - Permanent Carry Kit
Purpose: Everyday redstone repairs, small circuits, doors, lamps, item movement, signal testing, and quick automation.
Scenario
A player is working around the base and needs to fix a farm, add a lamp switch, test a signal, build a small piston door, or troubleshoot a machine.
This kit is the redstone equivalent of a toolbox.
Contents
| Slot | Item |
|---|---|
| 1 | Redstone Dust x64 |
| 2 | Redstone Dust x64 |
| 3 | Redstone Torches x64 |
| 4 | Repeaters x64 |
| 5 | Comparators x64 |
| 6 | Observers x64 |
| 7 | Pistons x64 |
| 8 | Sticky Pistons x64 |
| 9 | Dispensers x64 |
| 10 | Droppers x64 |
| 11 | Hoppers x64 |
| 12 | Chests x64 |
| 13 | Barrels x64 |
| 14 | Target Blocks x64 |
| 15 | Note Blocks x64 |
| 16 | Levers x64 |
| 17 | Buttons x64 |
| 18 | Pressure Plates x64 |
| 19 | Tripwire Hooks x64 |
| 20 | String x64 |
| 21 | Slime Blocks x64 |
| 22 | Honey Blocks x64 |
| 23 | Redstone Lamps x64 |
| 24 | Rails x64 |
| 25 | Powered Rails x64 |
| 26 | Minecarts x64 |
| 27 | Crafting Table |
Notes
Specialized redstone kits should branch from this. Item sorters, clocks, auto crafters, flying machines, and farm automation all deserve their own kits once the world grows.
FARM-01: Food Farm Starter Kit
Color: Lime
Class: B - Project Kit
Purpose: Starting or expanding a basic food production area.
Scenario
A player is establishing a new base, village, outpost, farm district, or expedition camp and needs reliable food production quickly.
This kit is for creating the first stable layer of food security.
Contents
| Slot | Item |
|---|---|
| 1 | Wheat Seeds x64 |
| 2 | Carrots x64 |
| 3 | Potatoes x64 |
| 4 | Beetroot Seeds x64 |
| 5 | Melon Seeds x64 |
| 6 | Pumpkin Seeds x64 |
| 7 | Sugar Cane x64 |
| 8 | Bamboo x64 |
| 9 | Sweet Berries x64 |
| 10 | Glow Berries x64 |
| 11 | Cocoa Beans x64 |
| 12 | Bonemeal x64 |
| 13 | Bonemeal x64 |
| 14 | Dirt x64 |
| 15 | Mud x64 |
| 16 | Water Bucket |
| 17 | Water Bucket |
| 18 | Composter |
| 19 | Crafting Table |
| 20 | Fences x64 |
| 21 | Fence Gates x64 |
| 22 | Torches x64 |
| 23 | Lanterns x64 |
| 24 | Signs x64 |
| 25 | Barrels x64 |
| 26 | Leads x64 |
| 27 | Shears |
Notes
This kit is for starter food infrastructure. Automatic melon farms, kelp farms, honey farms, animal breeders, and villager crop farms should become specialized kits.
GEAR-01: Equipment Kit
Color: Light Blue
Class: A - Permanent Carry Kit
Purpose: Spare tools, recovery support, emergency equipment, and field maintenance.
Scenario
A player is far from home and a tool breaks, armor needs backup support, a dangerous recovery is needed, or the player has to keep working without returning to the main base.
This kit keeps an expedition or build session from ending early.
Contents
| Slot | Item |
|---|---|
| 1 | Spare Pickaxe |
| 2 | Spare Axe |
| 3 | Spare Shovel |
| 4 | Spare Hoe |
| 5 | Spare Sword |
| 6 | Bow |
| 7 | Crossbow |
| 8 | Shield |
| 9 | Elytra |
| 10 | Chestplate |
| 11 | Boots |
| 12 | Arrows x64 |
| 13 | Firework Rockets x64 |
| 14 | Firework Rockets x64 |
| 15 | Ender Pearls x16 |
| 16 | Totem of Undying |
| 17 | Totem of Undying |
| 18 | Golden Apples x64 |
| 19 | Milk Bucket |
| 20 | Water Bucket |
| 21 | Lava Bucket |
| 22 | Flint and Steel |
| 23 | Shears |
| 24 | Brush |
| 25 | Name Tags x64 |
| 26 | Anvil |
| 27 | Smithing Table |
Notes
This kit should match the player's world stage. Early worlds can use iron or diamond tools. Late worlds can stock enchanted netherite backup gear.
EXP-01: Explorer Kit
Color: Purple
Class: A - Permanent Carry Kit
Purpose: Surface exploration, scouting, discovery, mapping, documentation, and general adventure.
Scenario
A player leaves established civilization to explore unknown terrain.
The goal is to discover locations, document findings, mark routes, create temporary camps, and return safely.
Contents
| Slot | Item |
|---|---|
| 1 | Lodestone |
| 2 | Compass |
| 3 | Spyglass |
| 4 | Brush |
| 5 | Book and Quill |
| 6 | Empty Maps x64 |
| 7 | Item Frames x64 |
| 8 | Signs x64 |
| 9 | Torches x64 |
| 10 | Lanterns x64 |
| 11 | Campfires x64 |
| 12 | Furnace |
| 13 | Crafting Table |
| 14 | Bed |
| 15 | Ender Chest |
| 16 | Water Bucket |
| 17 | Boat |
| 18 | Fishing Rod |
| 19 | Leads x64 |
| 20 | Ender Pearls x16 |
| 21 | Golden Carrots x64 |
| 22 | Cooked Beef x64 |
| 23 | Firework Rockets x64 |
| 24 | Firework Rockets x64 |
| 25 | Scaffolding x64 |
| 26 | Cobblestone x64 |
| 27 | Cartography Table |
Notes
The Explorer Kit is the model for the whole system. It combines difficult-to-replace tools, frequently consumed travel supplies, and core functions needed for mapping and survival.
Expanding The System
Once the first five kits are working, expand by scenario.
Do not ask, "What items do I have?"
Ask, "What job do I keep doing?"
Good future kits include:
- Cave Explorer Kit
- Ocean Explorer Kit
- Camp Kit
- Lighting Kit
- Glass & Windows Kit
- Stone Texturing Kit
- Railway Builder Kit
- Item Sorter Kit
- Trading Hall Builder Kit
- Villager Capture & Transport Kit
- Potion Kit
- Expedition Records Kit
When a kit gets too broad, split it.
When two kits solve the same problem, merge them.
When an item is easy to replace, rarely consumed, and does not unlock the kit's purpose, remove it.
Website Display Schema
For a website, spreadsheet, or searchable archive, each kit can be represented as structured data.
Example:
{
"code": "EXP-01",
"name": "Explorer Kit",
"color": "Purple",
"category": "Exploration & Adventure",
"class": "A - Permanent Carry Kit",
"purpose": "Surface exploration, scouting, discovery, mapping, documentation, and general adventure.",
"scenario": "The player leaves established civilization to explore unknown terrain.",
"useCase": "Used to document discoveries, mark routes, create temporary camps, and return safely.",
"contents": [
{ "slot": 1, "item": "Lodestone" },
{ "slot": 2, "item": "Compass" },
{ "slot": 3, "item": "Spyglass" }
],
"notes": "Model kit for the system."
}
This allows a static site to show kits in a dropdown, filter them by category, and display the selected kit on a card without needing a database.
Complete Kit Archive
The complete and ever-growing kit list should live as a separate master reference.
That master list can include every kit, variant, project system, and 27-slot contents table without making this tutorial too large for new readers.
Recommended links:
- Complete Kit Archive
- Kit Layouts
- Project Kit Index
- Palette Kit Index
- Mega Project Systems
Final Rule
The best version of this system is the one you actually use.
Start with five kits. Refill them. Rename them. Move them around. Change the contents as your world teaches you what you really need.
The point is not to make storage complicated.
The point is to make adventure, building, farming, and invention easier to begin.