RimWorld

RimWorld

Save Our Ship 2
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Update: 9 Apr, 2022 @ 5:42pm

-Living pawns no longer generate with hologram equipment
-Remove RecipeMaker from hologram equipment so that it no longer shows up as a dummy recipe at workbenches
-Superheavy dropships now have a total of eight color variations, which can be swapped via a gizmo. Special thanks to Morphium for making these alternate versions!
-If a mod conflict allows holograms to equip non-holographic weaponry, that weaponry no longer vanishes when the hologram explodes or changes to melee/ranged mode
-Royalty downed shuttles quests now target unoccupied shuttle bays
-Added CompColorable to archotech hull
-Damaged reactors now warn the player when pawns are suffering radiation burns
-Added "space telescope" which can be used under ship roofs
-In case you want to use psycasts to skip enemies into your ship's engines, the center of the killzone is technically walkable
-Fixed a rare issue with engine rotation not saving/loading properly

Update: 5 Apr, 2022 @ 10:07pm

Hotfix: Shuttles are no longer blocked by filth on shuttle bays

Update: 5 Apr, 2022 @ 12:03am

✓ Pawns no longer walk into engine exhaust
✓ Heat network now equalizes heat percentages between all connected heatsinks every tick. Radiators directly vent heat from the network, or from the connected room, or both - depending on how much of each they need to do.
✓ Holograms can now switch between ranged and melee mode. In melee mode, the character equips a holographic sword and a holographic shield belt.
✓ Individual ship radiators now report if they cannot vent, and for what reason
✓ Fixed lag when placing ship hull tiles inside large rooms
✓ Merged @Morphium's excellent Dropship graphics into a new type of super-heavy shuttle
✓ You can now demand immediate gifts from your archotech spore, at the cost of a stacking -40 mood penalty
✓ If you'd like to resurrect a pawn stored in an Afterlife Casket, you can now use a resurrector mech serum to grow them a new body.
✓ Archotech Jaw adds a corresponding Archotech Tongue when installed.
✓ Reduced loot on generated ships to 500 value per item stack, max. No more farming hundreds of advanced components from that one derelict destroyer!
✓ For performance/darklight reasons, holograms no longer emit a glow
✓ Added error handling for pawn generation errors during ship generation
✓ Archotech pranks no longer give holograms cancer
✓ Renamed Ship Vent to Ship Thermal Regulator to avoid confusion with vanilla vent behavior
✓ Holograms automatically recover from diseases and chronic conditions
✓ If a bug or mod conflict removes the hologram hediff from a holographic pawn, it is re-added automatically
✓ Radically increased fuel efficiency of antimatter engine and reactor
✓ Orbital trade beacons are no longer required in space - all items on the map are tradeable
✓ Non-player shuttles can no longer be drafted or controlled
✓ When a shuttle in building mode is added to the player's caravan, it no longer spawns as the wrong faction
✓ Newly launched ships no longer pick impassable tiles for their virtual location
✓ If a bug or mod conflict destroys a ship's roof without destroying the underlying hull tile, the roof regenerates. I justify this by mumbling something about advanced mechanites.
✓ Reduced cost of hull plating by 2 steel
✓ If Ideology is installed, airlock/bridge/satellite hacking speed is based on the pawn's HackingSpeed stat
✓ Vanilla shuttles will now land on shuttle bays if they're unoccupied
✓ Shuttles now look for free squares of their own size rather than demanding an entire unoccupied bay
✓ Shuttle bays now come in 7x7 size in order to accomodate the Superheavy Dropship
✓ Animals cannot traverse airlocks unless they are held open
✓ Archotech airlocks display archotech hull tile beneath them
✓ Holograms that have run wild can now be tamed without food
✓ Sara Spacer now caps total research threat points - no more ridiculously outsized raids when you have a dozen cosmetic mods!
✓ Holograms will pretend to drink or use approved drugs during social interaction, but will not actually consume the items
✓ Fixed an issue with sensors becoming useless after abandoning an observed map
✓ Fixed a harmless error thrown by illegal characters

Update: 14 Aug, 2021 @ 4:24pm

[Auto-generated text]: Update on 8/14/2021 6:23:40 PM.

Update: 14 Aug, 2021 @ 3:47pm

-Added "Sara Spacer" storyteller! Rather than using colony wealth, Sara sends raids based on the colony's level of technological sophistication, calculated from research projects completed and number of high-tech structures built.
-New "Afterlife Vault" scenario lets you start out with a pool of six holographic pawns - but only enough initial power to run one or two at a time.
-Added "Matter Optimization" research which allows your spore to gradually convert normal hull into archotech hull in an ever-widening radius
-Added "Ship Mayday" event where ground colonies can caravan to a nearby crash site and retrieve materials, goods, and even survivors from a downed ship - assuming they can put out the fires quickly enough
-Added SoS2 splash screen!
-Fixed compatibility with Humanoid Alien Races. Holograms constructed from aliens will still appear without add-on parts (for now) but this fix at least allows the mods to be used together.
-Fixed the latest holodeck glitches
-Fixed an issue where ship computer cores refused to scan
-Charlon Whitestone now properly clears his landing area
-Archolife animals are trainable as intended
-Probably fixed an issue with animal pen markers in space
-Fixed all archotech pillars being named Alpha
-Fixed landing/orbiting a ship resetting room temperatures
-Optimized engine trail damage calculation

Update: 10 Aug, 2021 @ 1:25pm

[Auto-generated text]: Update on 8/10/2021 3:25:13 PM.

Update: 10 Aug, 2021 @ 9:31am

Hotfix: Hologram pawns no longer delete the object they're carrying when they despawn.

Update: 9 Aug, 2021 @ 7:59pm

Hotfix for non-Ideology users

Update: 9 Aug, 2021 @ 7:21pm

-Holograms can now wear cosmetic equivalents of (almost) any clothing item. These provide no stat bonuses but count as the clothing they mimic for the purposes of nudity, Royalty, and Ideology.
-Charlon Whitestone's landed ship is now larger and combat-capable
-Soon after building your archotech spore, you'll have the option to choose a new ideoligion or confirm your belief in an existing one
-Archotech spore counts as an altar/ideogram for any archist religion.
-Archists and transhumanists now venerate the archotech spore's hologram, gaining a +100 or +50 opinion buff, respectively
-Public executions performed at the spore count as sacrifices to the archotech. When a pawn is sacrificed through any method (including the vanilla, non-Ideology sacrifice), the spore's hologram gains skill experience proportional to the victim's skill levels.
-Ideologies can be customized on new planets
-If a hologram uses farskip (or mods) to travel to a map where no emitter exists, it will quickly decohere and vanish.
-Attacking ships (but not derelicts) counts as raiding for ideoligious purposes
-Fixed an issue where saving while a hologram was being carried could duplicate the pawn
-Afterlife caskets now check to make sure colonsists have a brain left to extract
-Losing your ship in battle properly destroys all CompBuildingConsciousness aboard it
-Holograms no longer catch diseases
-Pawns won't attempt to feed sick holograms and throw red errors
-Holograms can properly romance non-holograms now
-Holograms don't demand age reversal
-Machine personas and archotechs are immune to skill decay
-Archotech spore gifts now use the name of the spore's consciousness, and delete themselves from the quest log once resolved
-Antimatter thrusters no longer drain fuel upon takeoff
-Compatibility fix for airlocks

Update: 7 Aug, 2021 @ 1:01pm

Hotfix for users without Royalty.