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Cargo has a shape now — the Hold and the Warehouse

The Hold is the drone's own on-board grid, always drawn in full — all 50 cells, 5 columns by 10 rows. Base capacity is 20 squares, enabled top to bottom; the other 30 sit disabled, dark, locked sockets rather than simply missing, until a bigger hull raises the ceiling. Fit the Warden Plate, the top-tier hull, and you reach all 50.

Crystals and Parts still ride above the grid in a Bag and never take a square — that hasn't changed. What has: the five tiered materials are grid stacks now too, alongside pearls, rockets and every part you own but aren't wearing. A stack holds up to 999 of the exact same item and still costs its footprint only once, however many are piled into it.

Pickups auto-stow themselves the moment you grab them mid-dive — there's no packing minigame while you're piloting. If a pickup still exists in the world and nothing fits, it's simply refused and stays exactly where it is. A payout with no world object left to sit on — rock rubble, paid the instant the rock broke — has nowhere else to go, so a full Hold ships it straight to the Warehouse instead, with a notice naming exactly what went home. Nothing is ever destroyed for lack of room.

The Warehouse itself lives at the Berth: 60 squares to start, growing a full row for 200 crystals the first time and roughly 18% more each purchase after, until the price flattens at a steady 6,000. One press unloads the whole Hold into it; an optional Tidy button auto-sorts either board, never mandatory. Full mechanics, the real hull ladder, and the shrink guard that refuses to ever strand cargo you've already packed: see the guide, Hold & Warehouse.

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