Strategy: Modeling dispensing objects and instances of things dispensed

This and John’s example show what you can do techically, but I’m curious what you maybe should do in terms of storytelling.

For instance, much earlier, I was trying to do something with the rocks where I could have a functionally infinite supply of rocks and someone sagely asked if that really advanced the story - this reminded me that modeling the physics of every damn thing is not always the simplest most elegant way to tell the story.

So I could have berries on the bushes and berries in the pail and berries you can hold and maybe more. But do I need to?

I’m also interested in conceptual and technical elegance, for the practical reason that when a project approaches ten thousand lines, a dozen characters with their own motivations, hundreds of objects, and dozens of additional actions, elegance means consistency, predictability, and maintainability.

Practically speaking, how have y’all modeled things in your projects in ways that have avoided having to model complicated things that didn’t advance the story?