Do you mean some kind of magic chest acting as an inventory for P.U.M.P.?
It's an interesting idea, but it's not how P.U.M.P. works. The mod does some lookup in game, querying which kind of building act as a miner for oil (or, .. any kind of liquid resource on the ground). After it figures out what kind of pump is suitable, it just places a ghost on that spot. That's it. (apart from weird routine that also connects the pipes ... ) From there it's up to you and your bots to place the things from the players inventory.
So a magic chest:
- is kinda cheaty, because it bypasses the player's inventory, as the game intends
- needs to change P.U.M.P. to place actual buildings, instead of ghosts.
- needs lots of checks to ensure the player only puts in pumps and nothing else. Imagine if it could accept electric poles, factories, rocket silos, tanks, green circuits; that'd be a mess.
- probably still needs some kind of custom UI
Nice idea for a separate mod though. Some way to extend the inventory by involving the factory. Maybe let the content of passive provider chests in the network you're standing in count to your inventory. No bot travel times and waiting for logistics to refill inventory!
.. but not for P.U.M.P. :-)
Anyway, it's also not that big of a deal to make a UI. Just something that wasn't needed yet for other player. And personally I don't need it as well as I play close to vanilla (just some QoL mods). In the meantime I have a really simple UI. Nothing fancy, but it gets the job done. I also track when I want to show the UI as I described earlier. Should also be possible for some future update to take research into account (provided it's something I can query in the game).
Currently figuring out how I can postpone P.U.M.P. to place the ghosts until after the UI is closed, because UI's don't freeze the game. There's some code I need to move around in order to make that work. Got a busy week ahead though. Not sure when I can wrap it up.