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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.
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 ()
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.
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.
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!"
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.
Thank you for your work!
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.
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.