I never again want to hear of the odiose Adventurer’s Kit.
It’s not just the name that I dislike, though that, too.
It’s the commoditization of all this fascinating, weighty gear into a black box of undistinguished omnicompetence.
I like the delicate balance of picking which gear you go into the wild with, versus how far you can go, and how long you can spend there, and how much you can bring back.
I use a stone-weight system.
I first heard of it http://deltasdnd.blogspot.com/2010/09/stone-encumbrance-detail-example.html, but I diverge slightly from that implementation.
Delta gives 3 sub-stone consumables to the stone; I prefer 5 (ish).
I don’t have as granular encumbrance rules in D&D, so I use 7 plus strength mod as your limit, after which you are encumbered; add 5 for maximum encumbrance.
Small characters reduce both numbers by 1.
1000 coins of any denomination weigh 20 pounds in 3e, and continue to do so for me. Make the math nice; that’s 1 stone anyway.
50′ of rope is 1 stone, with the grapple free.
Silk rope is half the weight, giving you 100′ of rope for 1 stone.
10 day’s worth of iron rations for one person is 1 stone.
2 day’s worth of water for one person is 1 stone (necessary to rest in most dungeons).
1 rest’s worth (6-8 hours) of firewood is 1 stone (necessary to rest in most subtropical unwooded locales)
6 torches are 1 stone, too (conveniently, the same number, since each torch burns for 1 hour).
Lamps and lanterns are tricky, though. You don’t need multiple of them and the oil they burn they burn of a long while; should PCs really be wandering around with gallon jugs of kerosene? Anyway, weighs one stone together with a few gallons of oil.
Anyway: 1 stone of oil is 14ish pounds of oil is 2.5ish gallons is 10 quarts is 20 pints, each of which burns for one extended rest (6 hours), giving off light appropriate to the housing.
Additionally, every 3 characters require 1 stone worth of shelter supplies (space in a tent, bedrolls, tarps and lines, pots, spoons).
Small characters consume one-half as much food and drink as large characters do, even voracious hobbitses.
Each night the party rests costs one or more of these units, depending on what they can forage for. Heck, so does each hour of adventuring!
Various spells (Goodberry, Create Food and Water, Moldvay’s Magnificent Mansion, even the humble Light) skip various portions of this, but they cost spell slots. So that’s okay.
If using these rules, most humanoids should have a fair amount of camping supplies (food, drink, bandages, ammunition) as part of their treasure, extending the amount of time that the party can spend in the field looking for the really good stuff.