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 a flat 1,800 Nauts per purchase. One press unloads the whole Hold into it; an optional Tidy button auto-sorts either board, never mandatory. Pearls, rockets, materials and parts are physical stacks that occupy squares on either board. 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.