RimWorld

RimWorld

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Cargo Holds
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Mod, 1.6
File Size
Posted
Updated
4.029 MB
28 Jul @ 9:20am
19 Aug @ 11:33am
6 Change Notes ( view )

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Cargo Holds

Description
Floor storage (in bulk!) inspired by primitive storage cellars. I made these for my ships but I think you guys might also like it. You can find it on the "Cargo holds" tab.

This mod is absolutely not meant to replace any storage mods here on the workshop but instead complement them by allowing the player ship to have bulk storage capabilities too.

New Features (Cargo Holds)
A cheaper and hopefully balanced version.
  • Small cargo compartment - 9 stacks.
  • Cargo holds - 18 stacks.
  • Refrigerated cargo holds - 18 stacks / 200w of electricity.
  • 2x2 cargo hold - 24 stacks. On substructure.
  • 3x3 cargo hold - 45 stacks. On substructure.
  • Massive cargo hold - 75 stacks. On substructure.
  • Massive cargo hold (Dynamic) - Slightly bigger graphics and slightly cheaper than the non-dynamic one. Only 4 resources for now.
Note: There will be noticeable visual inconsistencies if you put a dynamic cargo hold beside another building. It's by design for now because my knowledge of modding is currently limited.

Retained Features (Bulk Cargo Holds)
No big changes here to avoid complications on existing saves.
  • Small cargo compartment (bulk) - store 50 stacks of things.
  • Cargo holds (bulk)- store up to 100 stacks of things.
  • Refrigerated cargo holds (bulk) - store up to 100 stacks of things / 300w of electricity to refrigerate.
  • 2x2 cargo hold (bulk) - store 200 stacks of things. On substructure (Odyssey).
  • Massive cargo hold (bulk) - store up to 1000 stacks of things. On substructure (Odyssey).

Recommended mods
  • No tile destruction on gravship launch
    Although I don't use it, I highly recommend getting this so it would be possible to do bulk transporting (base moving etc) with the massive cargo hold. :)
  • Stack Gap
    I am not the best in balancing (since this is quite literally my first rimworld mod lol) so please feel free to use stack gap if you feel like the storage capacity is too big.
  • Scrollable Gizmos
    The architect tab breaks whenever you have way too much objects installed. This will remedy that.
  • AS - Global Settings
    This has been suggested multiple times for those who feel that the storage capabilities of this mod is too much. Please see the discussion tab for more information.

Featured mods

Q&A
-
Q: Why DLC-lock the massive cargo hold?
A: I used an upscaled (and cleaned) ancient stockpile texture for that so I think that's fitting.
-
Q: Is it possible to edit this mod to remove adjacency requirements?
Old A: Of course! Please see the discussions tab for a tutorial on how to do that (and more).
New A: New storages have no more adjacency requirements because I've included them on their placement grid.
-
Q: (As requested) Storage tab is empty and only cancel and deconstruct options appear. Where are they?
A1: Research Machining technology to unlock the Cargo Holds (and if you have VFE you'd also need complex furniture.)
A2: It might be missing due to game limitations. Please see recommended mods.

Translations
ZH Translation
RUS Translation

Author's note
8/1/25 - I've been reading all your comments and a lot has been very reasonable with their ideas, demands, etc. I honestly did not expect this mod to explode so I am very thankful for all the support!
8/20/25 - Strip Miner's Update. Sorry for the delay since I've been very busy with work. Please check version history if curious on what's new. There might be new typos because I was starting to get confused on the data. I did the easiest and common dynamic textures for now. I'll do the others when I'm not too busy.

Thanks!
Popular Discussions View All (4)
0
21 Aug @ 5:27am
Suggestion: Deep connected storage
LongBowDwarf
0
20 Aug @ 6:04pm
Comment too long to post - Discussing new update
D a R i U z Z
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