RimWorld
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Mod, 1.6
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Publié le
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4.029 MB
28 juil. à 9h20
19 aout à 11h33
6 notes de changement ( voir )

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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!
Discussions populaires Tout voir (4)
0
21 aout à 5h27
Suggestion: Deep connected storage
LongBowDwarf
0
20 aout à 18h04
Comment too long to post - Discussing new update
D a R i U z Z
309 commentaires
bradson Il y a 3 heures 
@cap_wacky dirt never gets hidden by storage buildings using vanilla mechanics. It's always only beauty, just like on vanilla shelves
cap_wacky Il y a 3 heures 
Hiya, This is a fantastic mod. Loving it utterly and gonna be my go to for grav ships. Noticing a bug though. Some of the bulk holds, namely the 2x1 steel bulk hold and 2x2 Bulk hold are making the room they are in completely dirty. E.g. most containers hide the beauty and dirt penalties of the items they contain. For some reason these cargo holds do not making a room "Very Ugly" if loaded.
bradson 31 oct. à 23h09 
@Thicc Niddles No, that's some mod conflict
Thicc Niddles 31 oct. à 20h35 
my refrigerated holds dont seem to get powered on even when connected to a sufficient grid, is this a known thing?
Eriakit 19 oct. à 16h32 
I really love this mod! Can't imagine my ships without it. I personally stick to the Bulk models as I feel it was balanced enough with having the buffer space and only being available on ships. Plus, you can always use StackGap if something feels too cheaty. Keep up the good work! This is great :D
joncon9000 8 oct. à 23h55 
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. à 4h50 
Those current requirements match what's written in the mod description
Zaphiel 8 oct. à 4h46 
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 sept. à 13h40 
The smaller cargo holds are missing their placement requirements
Selmephren 27 sept. à 15h26 
"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.