That's just false. Each item has a coded size which restricts the amount chests can hold. For example, you can put 40 scrolls in a small chest before it's full, while you need 80 wands of resurrection or 18 cans full of banana flesh to do the same. 40 scrolls weight 8000g, the wands 2000g and the cans 18000g.
Here's the part for wands, scrolls and cans from the script:
wand
{
Category = WAND;
[u][b] DefaultMainVolume = 125;[/b][/u]
StrengthModifier = 50;
BitmapPos = 0, 288;
FormModifier = 30;
DefaultSize = 30;
NameSingular = "wand";
IsAbstract = true;
Roundness = 5;
CanBePiled = false;
BreakEffectRangeSquare = 2;
WieldedBitmapPos = 160, 352;
TeleportPriority = 1000;
scroll
{
Category = SCROLL;
[u][b] DefaultMainVolume = 250;[/b][/u]
StrengthModifier = 25;
BitmapPos = 16, 176;
FormModifier = 20;
DefaultSize = 30;
NameSingular = "scroll";
MainMaterialConfig == PARCHMENT;
IsAbstract = true;
Roundness = 15;
WieldedBitmapPos = 176, 144;
AllowEquip = false;
TeleportPriority = 300;
}
can /* materialcontainer-> */
{
DefaultSize = 10;
Possibility = 450;
Category = FOOD;
[b][u] DefaultMainVolume = 50;
DefaultSecondaryVolume = 500;[/u][/b]
StrengthModifier = 50;
/* BitmapPos depends on being full or not */
FormModifier = 15;
NameSingular = "can";
/* Adjective and PostFix overridden */
MainMaterialConfig == IRON;
SecondaryMaterialConfig = { 6, BANANA_FLESH, SCHOOL_FOOD, MUSHROOM_FLESH, PEA_SOUP, OMMEL_CERUMEN, OMMEL_SNOT; }
MaterialConfigChances = { 6, 750, 5, 25, 5, 10, 10; }
Roundness = 60;
AttachedGod = NONE;
WieldedBitmapPos = 176, 144;
IsValuable = false;
}
As you can see, the volume scrolls need is double of what wands do, hence you can fit twice the amount of wands in a chest. The total volume a small chest can hold is 10k.
Config SMALL_CHEST;
{
NameSingular = "chest";
Adjective = "small";
DefaultSize = 50;
StorageVolume = 10000;
DefaultMainVolume = 5000;
I like it how a small chest can hold twice the amount of stuff than its own volume is.