RimWorld

RimWorld

Cargo Holds
270 Comments
D a R i U z Z Aug 23 @ 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 Aug 23 @ 9:43am 
@AlexelA That's deep storage moving all storage buildings into their category
AlexelA Aug 23 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 22 @ 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 Aug 21 @ 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 Aug 21 @ 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 Aug 21 @ 4:17pm 
Does keeping things here affect the value of the home?
Alexisrex Aug 21 @ 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 Aug 20 @ 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?
D a R i U z Z Aug 20 @ 4:10pm 
Saw all my mechs hauling stuff to one of the old holds and realized its capacity was back to its default, came here to see the new changes. Thanks for the update.

Though i think something along the lines of 60w to 80w for the refrigerated ones would be better suited for the magnitude of storage, the same power use of 3-4 regular room coolers.
transWitch Aug 20 @ 1:23pm 
is it possible to have a setting to disable the cargo hold tab and move everything back into storage? if not, putting in my vote to remove the cargo hold tab. there's plenty of ways to mitigate lots of objects in a tab, but just adding more tabs makes the game feel way worse to me, i already have a ton of those lmao
Jet Aug 20 @ 12:32pm 
does the cargo building slow down pawns walking over it
th0rd1 Aug 20 @ 11:15am 
LOVE your mod! It fits perfectly into my grav ship. I noticed, since the last update both versions of the "refrigerated cargo hold" have a hitbox of 2x3. The graphic only shows a 2x1.
joolsdgg  [author] Aug 20 @ 8:21am 
@chosen one thank you. those bulk carriers are absolute monsters!
chosen one Aug 20 @ 8:17am 
This mod brings back memories of my time as a sailor on a bulk carrier, loading cargo. I'm very satisfied with it. LOVE IT
joolsdgg  [author] Aug 20 @ 7:28am 
You're welcome @Morton. Thank you for using the mod!
Morton Aug 20 @ 3:58am 
Thank you for leaving the bulk ones! :D AND giving us separate architect tab, with over 500 mods the menus get quite cluttered so it's always cool to have the items separated
Ellen Rizzley Aug 20 @ 2:23am 
Hey, this has probably been mentioned, but it would be really cool if the cargo inside of the holds was noticed by orbital trade beacons
Ellen Rizzley Aug 20 @ 2:22am 
@Aquifel you could remove them with Cherry Picker if they bother you
ohluitvaenri Aug 19 @ 8:14pm 
@Aquifel [ https://steamcommunity.com/sharedfiles/filedetails/?id=3118060751 ] can work in the meantime since the mod creator said they are busy with work
Aquifel Aug 19 @ 6:54pm 
Think a hundred people have asked for variations here, but possible to get a mod option to just completely disable the bulk cargo holds? I see the note about changing the capacity, but with the new balanced cargo holds I'd rather just not have the temptation of cheating with the bulk ones at all.

The use case and playstyle the bulk/balanced cargo holds cater to is so different that I honestly kind of feel like it makes sense for bulk and balanced cargo holds to be two entirely separate mods.
八云辉夜 Aug 19 @ 4:58pm 
Personal suggestion: There is no need to open a separate cargo holds tab as it is too bulky. Just place it under the original storage tab。
恰似宛然一笑生花 Aug 19 @ 4:41pm 
First issue: when I click on a specific cargo unit to build it, the game places a different cargo unit type (made of a different material) instead. This seems like a simple placement bug.
Second issue: although the mod depends on ASF now, it didn't belongs to its label; on the contrary, they appear their own label named "Cargo" itself!
Third issue: tbh, like other said, "the balance of the storages is simple put bad"! You know it is "high cost of land" in the grav ship. Could you plz increase a lot more?
These all seem like relatively minor issues. I hope they won't take too much of your time to fix. Thanks for your work on the mod!":dslike:
Hoki Aug 19 @ 3:44pm 
to be frank: i like the mod. hate the new variants though.

the balance of the storages is simple put bad - they all perform as good as vanilla shelves but cost way more
a vanilla self has a rate of 3 items:1tile for a ressource of 3.33 per item

they all feature a ratio of 3:1:10-14.6 which is way worse

all of them have no practical use the way they are because they provide too little storage for the investment they require.

to fit the idea of storing things on a different level than the pawns frequent you probably aim for a higher tile ratio with a moderate investment ratio like:
small cargo hold - 1x1; 15 items, 90 steel - 15:1:6
cargo hold - 2x1; 30 items, 180 steel - 15:1:6
2x2 - 80 items, 400 steel - 20:1:5
3x3 - 180 items, 900 steel - 20:1:5
massive - 5x5; 625 Items, 2500 - 25:1:4

the bigger the storages become the better the ratio becomes rewarding players to fit them into their base - especially when dealing with spacial contraints like substructure.
El Choclo Argento Aug 19 @ 3:04pm 
la nueva pestaña de cargo holds que aparece , tiene ciertos problemas dando que no tenga contenido y haciendo que los almacenes de este mod aparezca en otra pestaña "almacenaje" de otros mods de almacenamiento (pequeño detalle pero no causa problemas graves a excepción de la vista)
Tiscareon Aug 19 @ 12:37pm 
This might be a strange request, but would you consider adding a storage like the refrigerated one, that is heated? Or, well kept at optimal temperatur? There are a few modded items that quickly decay if a leak to vacuum happens. For example bees from alpha bees. Another idea would be to make the temperatur in the refrigerated adjustable.
Thank you for your work!
joolsdgg  [author] Aug 19 @ 12:31pm 
Sorry for the delay. 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.

Strip Miner's Update Summary:
Added the "cargo holds" designation category for the mod. No big changes on your current storages (except their names). Added a non-bulk 3x3 cargo hold and a dynamic massive cargo hold. Added filters the new non-bulk storages and incorporated their adjacency requirements into their placement grids.
joolsdgg  [author] Aug 19 @ 6:23am 
@Dwarf i'm aware. Thanks for reminding me.
Dwarf Aug 18 @ 9:59am 
Hello thank you for your work.
There is a typo when checking the description (the "i" button) of the refrigerated 2x1 cargo hold, description text says it needs 700W.
"Power Consumption" field does indicate the correct 300W value.
Quilava Aug 18 @ 9:20am 
I like the storage capability, but i must complain about the massive cargo hold, i do have the DLC, but pls dont lock it with gravship structure, it make no sense, i just want a small storage room for my comfy mountain base :sad_seagull:
bradson Aug 18 @ 1:49am 
@liamhagan05 There's a mod for profiling called dub's performance analyzer
braydengames07 Aug 18 @ 12:43am 
could you make it so you can put the same type of cargo holds right next to each other?
liamhagan05 Aug 17 @ 5:48pm 
seems like it causes major performance issues when pawns walk on top of them. i could be wrong im still trying to troubleshoot why my game keeps freezing every couple seconds.
Jet Aug 17 @ 12:38am 
you previously mentioned you were looking into being able to build ontop of the containers, but if they are placed on the ground does that mean they still slow you down/cant walk over them?
Tactical Femboy Aug 16 @ 11:01am 
Opinion on adding a 3x3? for gravships
D a R i U z Z Aug 15 @ 1:05pm 
Yeah they do work when in a refrigerated room, 2x2 holds have replaced a lot of my shelving in freezers.
cjors Aug 15 @ 12:27pm 
Maybe a silly question but do these work in a standard refrigerator setup?
D a R i U z Z Aug 14 @ 10:05am 
Editing adjacency is also necessary when tuning down capacity. After some further tweaks i am at 20% capacity, 20% power usage, 70% construction cost and i lowered the pathcost to 10% to make my hatches closer to regular flooring while keeping that distinction. I think it works quite well.
joolsdgg  [author] Aug 14 @ 9:46am 
@ゆきんこ - Not necessarily cheating but it's for people who want to storage spam. I like to think that if you can defend your ship while lugging around a billion items, then you definitely deserve that edit.
bradson Aug 14 @ 3:44am 
Because that's cheating and it's not meant to be more obvious than that to remove restrictions. This mod is only perfectly balanced when kept as is
ゆきんこ Aug 14 @ 3:25am 
Why do we need to manually edit files to remove adjacent requirements?
Scarecrowe Aug 12 @ 11:49pm 
@D a R i U z Z Ta, yeah moving the gravengine to get the substructure and then removing it worked like a charm.
Bugden Aug 12 @ 8:35pm 
As a balancer, since you said theyre meant just for ships; make it so they have to be built on gravship substructure? I know some items from odyssey have that requirement