RimWorld

RimWorld

Save Our Ship 2
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Update: 27 May, 2024 @ 12:13pm

Formgels are now capable of using bionics, implants, and artificial organs, and the installation surgery will automatically succeed. However, when a formgel "dies," it leaves behind all of its artificial parts, and they will need to be reinstalled into the new body
Added safety checks to ship indices - the moon base should be fixed, as should rare issues with ship detach
Holodecks now actually require power to use
Holodecks now satisfy Outdoors need

Update: 25 May, 2024 @ 9:50am

Fixed texture overrides for shuttles, so they don't shrink when facing southish
Added a way for third-party mod authors to control behavior of their Things on ship move: adding the mod extension SaveOurShip2.SoSSpawnOverride to a ThingDef will cause objects to be treated as newly-constructed upon move, rather than as though they'd respawned after load:
<modExtensions>
<li Class = "SaveOurShip2.SoSSpawnOverride"/>
</modExtensions>
Fixed Vehicle Framework's bug related to bringing upgrade resources - will remove the patch when VF is updated
Fixed Vehicle Framework's bug related to refunding stat upgrades - will remove the patch when VF is updated
Switched to an alternate system for preventing roofing in space, which will hopefully have broader compatibility
Moving a ship on the same space map no longer requires fuel, and will no longer inaccurately report missing RCS thrusters
Fixed compatibility with Dubs Bad Hygiene
Fixed plants being deleted upon ship move
If an enemy ship is defeated while its boarding shuttles are en route, they return to the enemy ship map
Better handling for removal of ship caches - preventing cells from incorrectly being marked as belonging to a discarded ship
Delta pillar site has unroofed entrances to prevent shuttle landings from softlocking

Update: 20 May, 2024 @ 10:10am

Returning a boarding party from the enemy ship no longer attempts to re-board the enemy ship
Fabricors can now scan at science consoles without throwing errors
Fixed issue where purge ports were sometimes taking two clicks to fire
Space maps now ignore the build/ignore roof grid - manual roof *removal* is still possible for cleanup of existing saves

Update: 19 May, 2024 @ 8:44pm

* Formgels now cure hediffs on respawning - anything that a resurrector mech serum would remove
* Launching the Charlon Whitestone ship completes the quest Ship to the Stars, and makes the map removeable
* Deep drills no longer function in space (as funny as that was)

Update: 17 May, 2024 @ 10:58pm

[Auto-generated text]: Update on 5/18/2024 12:57:12 AM.

Update: 17 May, 2024 @ 10:34pm

Fixed salvage bays reporting zero mass.

Update: 17 May, 2024 @ 3:28pm

Fixed issue with shuttles attempting to board each other during combat (which is exactly as funny as it sounds)

Update: 17 May, 2024 @ 2:47pm

Taking Save Our Ship from its initial proof of concept to something that should last the test of time, SOS 2.7's Community Branch Update represents 2 years of effort by mod community members.

There are more bug fixes, refactored code, and new features than is possible to list.

The highlights are:

- Ships now have a landing and liftoff animation.
- Doors are automatically forbidden on liftoff so pawns don’t walk into space and die. Which they will, if you let them out of the ship on launch or landing.
- Starting in space is now much more forgiving, with starting ship research unlocked.
- Shuttles are now powered by Vehicle Framework, having all new hover modes with weapons and upgrades.
- Upgraded shuttles can now play various roles in combat, from intercepting torpedoes to strafing the enemy ship with plasma cannons. They’re vulnerable to point defense, however!
- Shuttles use pilot's Shooting skill to increase accuracy, Intellectual skill to increase dodge chance.
- Every ship was rebuilt from scratch and carefully rebalanced for habitability.
- Wall lights are now vanilla and integrated with all SOS2 ships. Much neater!
- Ships can now be grouped into fleets. Each individual ship can be separately landed, or separately destroyed in combat.
- Docking clamps allow ships to dock together.
- Salvage is now far better balanced, encouraging capturing ships & ship parts.
- The Salvage bay can move, rotate, flip, and merge wrecks into new ships.
- Holograms have been replaced by formgels - swarms of mechanites which mimic human biology. Formgels can eat, sleep, travel the world, do anything a living person could. They’re also much more mod-compatible!
- When a formgel is destroyed, the building housing its consciousness needs one day to grow a new mechanite swarm.
- Complete art overhaul matches vanilla rimworld a little bit closer.
- All new ships with many unique variations.
- New events such as asteroid fields and derelict ships.
- Updates to story missions, including the Starship Bow and Moon Base.
- Interplanetary travel now functions as a New Game+, quite literally saving your ship to a file (veterans of SoS1 will be familiar with this method). It can be loaded via a scenario element when starting a new game.
- Loading a ship does technically allow you to change your modlist, so long as none of the removed mods have elements aboard the ship. Inspect the ship carefully to make sure everything was loaded correctly.
- New, more granular difficulty settings for features such as shuttle boarding.
- The new heat & shield system is much cleaner, and far more strategic.
- Ship Combat is much more balanced, with better HUD and ability to actively vent coolant - removing all heat, but also reducing the heatsinks’ max capacity for the rest of combat.
- Debris now flies off in the direction of travel.
- Weapons now fire left & right, depending on which way you and the target are "moving."
- Player ships typically face "right" and enemy ships face "left" consistently.
- New accuracy mechanic gives the Tactical Console use, with pawn Shooting skill improving firing.
- Ships use Reaction Control Systems to dodge incoming fire. More agile ships avoid getting shot.
- Point defenses now intercept fighters, boarding pods, and torpedoes.
- Substantially improved performance overall, especially in combat.
- Better compatibility with various popular mods.
- More resilience against future base game updates.
- Cleaner, better documented code, making maintenance and addons easier to create.
- Improved Save Our Ship Creation Kit, so making your own ship packs is easier and more featured.
- Paint ship hulls!
- Paint shuttles using vehicle framework!
- Ship turrets now work on the ground, so landed ships are no longer sitting ducks!
- Better integration with Biotech, adding genes for vacuum survival and a natural cryptosleep cocoon, along with a Gremlin xenotype that shows off both.
- Formgels generated by a ship computer core or archotech spore have natural mechanitor abilities, allowing them to control mechanoids.
- Royalty ending now provides the colony with a top-tier Imperial Destroyer ship, to continue adventuring in space.

If you enjoyed SOS2 before, you'll enjoy it much more. If it was a little too intimidating and messy before, it has drastically improved.

From here on, backwards compatibility with saves from 1.0-1.4 is not supported. Deep changes to the mod make this impossible. Those on the Git Experimental build version 101 for 1.5 are good. Any git version saved before V101 will not work. If you have an ongoing game from before and want to upgrade, you'll need to abandon any SOS2 ships and deconstruct all buildings so nothing remains. Save a new game with a ground map only, and then add the new SOS2.7, and build a new ship.

Now that SOS2 is back on Steam, it should receive updates regularly, and be future proofed against vanilla updates from now on.

If you'd like to report issues, share screenshots of your ships, get help, or see what else is going on with our own game, join us on discord: https://discord.gg/GK7nqgu

Remember to keep all RimWorld and SOS2 topics in #save-our-ship.

Remaining problems:

- Shuttles being upgraded get stuck in an infinite loop, requiring a fix from Vehicle Framework.
- Minor bugs occasionally occur in ship caching, causing combat to not end if a bridge is hacked or other issues. Save & reload to fix.
- Shuttles sometimes fail to capture when on the player map.
- RimWorld's Scenario Editor UI makes it not obvious how to load ships.
- RimWorld may hang for a long time when traveling to a new planet. (Just wait when the screen is white.)
- Remember -- most issues are fixed with a save and load. Try that first.
- Mods that force pawns to walk in from the edge of the map might cause them to appear in space. Oops. Those mods require a patch on their end to check biome and weather for vacuum.
- Mods that require a ground colony may not work until you have one if starting in space.
- Sensors can no longer open sites, especially quest sites, because it may break quests by simply observing the site. Vanilla balance issue.
- Vehicle Framework has its own issues which SOS2 can't address. Don't bother them. Report issues to us and we'll relay it to them.
- Pawns are stupid and will walk buck naked into space. Set up exclusion zones.
- Pawns are VERY stupid and will walk into engines to refuel them in combat. Again, set up exclusion zones.
- Combat Extended is not our problem. Please don't ask. If you do ask, do so in the form of interpretive dance via youtube or vimeo.
- No, we can't add EVA tags to mod power armor or a HAR race or whatever. That is a simple task for a mod author to patch.
- No, we can't fix issues caused by other mods. That's not on us.
- Minfy Everything is no longer incompatible and works reliably. In fact it makes salvaging way more fun.
- Designator Shapes still causes rotation to break on certain buildings. Just use the middle mouse button or disable their rotation in their mod settings.
- Gunplay still causes issues. Turn off bullet trails.
- Yayo's combat still causes issues. Turn off their bullet speed mult.



Save Our Ship 2 was developed by Kentington, Thain, and SonicTHI

Special thanks to Owlchemist for his code contributions to 2.7.

Other contributors (code, art, design or QA): Oskar Potocki, Thamuzz1331, Trollam, Boris, K', Sarg, Karim, Saakra, Revolus, MatthewTeply, dkargin, HG, DianaWinters, UrbanMonkey, M.A.G.Gen., Epicguru, sdanchenko, m00nl1ght-dev

Shipwrights: Oninnaise, VVither_Skeleton, (Insert Boi here), AlfadorZero, choppytehbear, Dammerung, Foxtrot, Inert, Jameson, Moonshine Dusk

Testing squad: Buns Buns Cat, Phsarjk, i am has yes, Fuji, Reviire, Ian, Generic Scout, Waipa, Xanthos, BUTTERSKY, firethestars, Haldicar, jamhax, Jenden, maraworf, Red_Bunny, rostock, sprocket, El Jojo, Zahc, Dutchman, Zero Jackal, Tiberiumkyle, swordspell, Shabm, Kasodus, Red_Bunny, melandor, Madman

Update: 6 May, 2022 @ 4:55am

Fix for edge cases involving shuttles in caravans.

Update: 5 May, 2022 @ 5:39pm

-Dropships now load their textures correctly.
-Fixed destructive patching for caravan UI. You can now add hovering shuttles to a caravan from maps which despawn when you leave (though not from player homes), and it won't stop you from adding mechanoids or other modded content to your caravan.