RimWorld

RimWorld

Cargo Holds
304 Comments
joncon9000 8 Oct @ 11:55pm 
I don't usually ask for things to be added to a mod but would it be possible to make it to where the cargo holds could also be built on a ship from the Save Our Ship 2 mod. Not even sure how difficult that would be but I figured it couldn't hurt to ask.
bradson 8 Oct @ 4:50am 
Those current requirements match what's written in the mod description
Zaphiel 8 Oct @ 4:46am 
Small cargo holds can be placed in colony, however, bigger ones are only limited with gravships. As the previous comment indicates, they are missing requirements.
ferny 30 Sep @ 1:40pm 
The smaller cargo holds are missing their placement requirements
Selmephren 27 Sep @ 3:26pm 
"New A: New storages have no more adjacency requirements because I've included them on their placement grid."
You just made everything bigger. Nothing else can go on that 'placement grid'. That 'small' 2x1 cargo hold takes up 2x3 while looking like 2x1. There definitely isn't any way to place anything like you have in the screen shots.
Quartino 27 Sep @ 2:34am 
"Small cargo compartment - 9 stacks."
How big is it, though?
"Cargo holds - 18 stacks."
Okay, so double the capacity. But how big?
"2x2 cargo hold - 24 stacks."
Okay, so 6 stacks per cell, cool.
"3x3 cargo hold - 45 stacks."
Somehow now only 5 stacks per cell?
"Massive cargo hold - 75 stacks."
Okay, but how big is it?

Also, why is this in its own tab instead of storage tab? It sounds like there's some discrepancy on size of refrigerated cargo hold, too. *And* there's some issue where they make a room less clean?

Big oof. somebody ping me if these issues get fixed. I guess for now I'll just up the stack size of things through those kinds of mods.
deltaplays010 22 Sep @ 7:01am 
is it possible to build cargo holds without rquiring gravship substructure? tried to build any of them outside and it didn't allow me
cdonkey_public 17 Sep @ 11:31pm 
hey, great job, I can't imagine gravships without your mod now. Btw I'm not finding the old bulk ones as unballanced - in fact I use them exclusively, for me the counterbalance is the time it takes to put stuff in to them, even if they are so compact for the space you get.
by free 17 Sep @ 9:39pm 
I hope they can be placed side by side.
bradson 16 Sep @ 9:27pm 
@Hemito Please look through Dub's Analyzer whenever trying to find sources of lag, and share screenshots when finding a mod there. Rendering is a lot faster here than the vanilla rendering for the same items on the floor. It just ends up getting displayed as coming from the building instead of individual items
Hemito 16 Sep @ 6:40pm 
It was great to combine stacks inside containers and it seems they are still rendering, it lags like crazy)
daemonbot 16 Sep @ 6:28am 
For some reason the 1x2 Refridgerated Cargo Hold is actually a 3x2. I changed the capacity to compensate, but I think this is the real issue with the adjacency that people like @Omgwtfbears have been having.
Fireslice04 12 Sep @ 5:13pm 
The cargo holds are pretty dope but is there a reason they are in a separate category instead of storage?
maxvmaxvmax 12 Sep @ 4:58am 
is it possible to place them on regular ground without editing files?
AJarOfDirt 11 Sep @ 6:35pm 
This seems to have a lot of issues. Some of the cargo holds say they can only be built on a gravship, but can actually be built anywhere. The refrigerated hold also has two power requirements defined which causes issues.
Eric_Kei 11 Sep @ 2:36pm 
I am having an odd thing happening with regards to cleanliness and the "Steel 2x2 Cargo Hold (Bulk)" storage units. I'm not sure why, but they seem to be making the room they're in less clean . They're not hitting the Beauty value (which would make perfect sense to me), but the Cleanliness one.

I originally had them in my rec/dining room, simply because that was the only free floor space I had at the time. I noticed that the floor was being marked as dirty even when there were no visible dirt/filth bits on the floor; I even moused over the tiles to confirm that that was the case. I tried covering the room's floors with sterile tiles, and, even with that, the value on a visibly clean floor was still around -2.5.

Once I had the room, I moved the cargo holds to my workshop, and the cleanliness value of the old room went up to +0.6 (sterile) after I had done so.

pics here:
https://imgur.com/a/qtX7yMm
Ferpo11 7 Sep @ 9:18pm 
Hey, big fan with a quick question. Are perishables in a regular cargo hold effected by the temperature of the room the hold is in? Like, is meat in a regular cargo hold frozen if the hold is in a room below freezing?
月空 7 Sep @ 1:06pm 
good
bradson 6 Sep @ 1:06pm 
@Stellar forester That was rimworld's unity update to 2022.3 breaking compatibility with rimpy's by now badly outdated conversion settings. Rimsort and todds are the maintained alternatives without this issue
Stellar forester 6 Sep @ 12:59pm 
@bradson i figured it out, it was not only this mod. It was many and the problem was that i converted the textures of all mods so that the game load faster but there was a rimworld update that broke that as far as i know
Junam 6 Sep @ 7:07am 
This mod is amazing but I would really love temperature controls for the fridge (unless I am missing something?)
bradson 6 Sep @ 4:24am 
@Stellar forester Clear the mod folder and redownload. That's not any kinda normal state for the mod
Stellar forester 6 Sep @ 3:48am 
all my Storage from this mod has a big red question mark on it and not really a texture just the material collour as a squareunderneath the ?.
Omgwtfbears 5 Sep @ 4:55am 
Have anyone figured out how to fix refridgirator cargo holds? I don't think they are behaving as intended, even if they indeed refrigerate the contents.
Anker 3 Sep @ 7:15pm 
Very nice. I wonder if anyone's made an equivilant for under-floor batteries.
TrenchFoot_Tony 3 Sep @ 12:10pm 
does anyone else get a lot of lag when they select the large cargo hold with a lot of items inside?
SandFox 3 Sep @ 6:50am 
I created a Korean translation with the help of AI :D
Just paste it into your mod file!
Path: Steam\steamapps\workshop\content\294100\3536708812

https://drive.google.com/file/d/14RehTWCexZqGLVHdrAwvec_ZtjK1zTQq/view?usp=sharing
Smeghead 1 Sep @ 8:30am 
I seem to have found an issue with the refridgirator cargo holds. They seem to be coded to have two different power needs at the same time. It displays one saying 300 W but under it it says 200 W. Also the structure is constantly showing the "out of power" icon on them.
They still work but the game seems very confused about them
Risa 31 Aug @ 1:30pm 
i don't know if this has been asked yet, but i would love to be able to paint the Cargo holds to better help myself find stuff by color coding the holds.
Dakan 30 Aug @ 9:47am 
Would it be possible to make it compatible with SOS2 ships?
Triceratops 27 Aug @ 11:24am 
it would be great if you could place the big ones anywhere and not just on gravships or make a non gravship version like the comment bellow is asking
Darth Ryan 27 Aug @ 3:10am 
he man can it be possible to give us non gravship versions?
望月 26 Aug @ 5:20pm 
Can it be placed under a building like the mod "Automatic Hydroponics"?
25 Aug @ 7:14am 
Is it possible to modify the blocking range of the 3x3 cargo hold? It seems that this doesn’t align with the range of other cargo hold sizes.
D a R i U z Z 23 Aug @ 10:06am 
Last update for now, things are good again and it seems i have pinpointed the exact source of the problem. It appears that specifically hauling textiles or kibble into a 2x2 bulk cargo hold was what broke all the hauling schedules, i don't know if the new 2x2 has a similar problem. I now use some massives, some 2x2s, some 2x1s and some 1x1s along with a few other storage structures from reel's expanded storage. Thanks again for the mod.
bradson 23 Aug @ 9:43am 
@AlexelA That's deep storage moving all storage buildings into their category
AlexelA 23 Aug @ 9:16am 
Really like your mod! Report an issue, after the latest update, I found that a empty sub menu category of "cargo hold" has been added to the building menu, as all building options are already classified under the "storage" sub menu. I have installed "Neat Storage" and "LWM Deep Storage". I'm not sure if it's due to conflicts with them.
Jet 22 Aug @ 11:55pm 
the cargo holds count as a building right? so they slow down pawns walking over it? or are they avoided altogether?
Averious ღ 22 Aug @ 9:49pm 
I wish there was a non-gravship equivalent for those of us using SOS2 and so on.
D a R i U z Z 22 Aug @ 3:58pm 
Alright, things are getting under control now. It definitely gets messy when using about a hundred different instances of cargo holds like i was doing with a few hundred stacks of loose crap, but dialing it back to using some holds with some other storages has worked well.
D a R i U z Z 22 Aug @ 12:07pm 
i do not use pick up and haul, and buffer zones do not help it. buffer zones i noticed were needed when massive volumes of items had to be arranged and only rarely, no errors in dev log before the update and no collective paralysis for my lifters and animals. i really love how cargo holds look so i will keep them but i will have to vary my structures. all eggs on one basket situation.

As it stands, i had to completely clear allowed stuff for all my holds while sorting out the tons of scattered stacks of stuff im dealing with at the moment.
bradson 22 Aug @ 10:47am 
Or just place down stockpiles zones to keep around as buffer. There's even a toggle to turn them invisible on the bottom right
bradson 22 Aug @ 10:46am 
@D a R i U z Z Pick Up And Haul and vanilla hauling always reserve cells for haul destinations. That's not influenced by storage buildings. There's a Haul To Stack mod changing that for vanilla
D a R i U z Z 22 Aug @ 9:34am 
Nevermind, even with everything detault and a clean reinstall it is still happening. i don't want to switch to a different storage mod but i can't have my haulers stuck like this either
D a R i U z Z 22 Aug @ 9:14am 
Alright, it seems it was my custom xml causing the issues. Im not sure why, the first time i did it on the original release worked fine. i guess i'll just have to adjust capacity manually for every single hold i've placed with the little slider.
D a R i U z Z 21 Aug @ 9:39pm 
i've done more testing, im afraid the new update has rendered the game nigh unplayable. I have many hauler |animals and many lifters, and because so many haulers are trying to schedule jobs at the same time its stuttering an insane amount AND actually killing their capacity to haul anything, leaving them all idle and frozen.
D a R i U z Z 21 Aug @ 7:33pm 
Yeah i can also report haulers are having pathfinding issues with holds as targets

Mech_Lifter6062515 started 10 jobs in one tick. newJob=HaulToCell (Job_77934893) A = Thing_Steel14796552 B = (88, 0, 74) jobGiver=RimWorld.JobGiver_Work jobList=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Rayสาหร่าย 21 Aug @ 4:17pm 
Does keeping things here affect the value of the home?
Alexisrex 21 Aug @ 6:18am 
I really think it's funny that people don't think having storage under the floor of a ship isn't balanced, like it's the most logical thing to do
Doomshlang 20 Aug @ 4:58pm 
After the update, I've noticed a lot more issues with the holds being reserved - it felt like when pawns hauled to them before, it would reserve each tile or something, but now it feels like it gets reserved as a whole, so only one pawn can haul a corpse to a fridge hold, for example. Also recently I've had pawns/dryads start to pick things up to haul to a hold, then it gets reserved by someone else? and the one picking things up just goes about business as normal and keeps everything in their inventory. Is that a change with them becoming the "bulk" versions?