RimWorld

RimWorld

Save Our Ship 2
Showing 31-40 of 76 entries
< 1  2  3  4  5  6 ... 8 >
Update: 6 Aug, 2021 @ 4:27pm

The second stage of the three-part 2.5 update is live! In addition to many bugfixes, we've added a major new feature: holograms! Holographic pawns are forever tied to a particular building, but so long as it is not destroyed, they respawn 24 hours after being "killed." They can do the same work, and have the same mood and social needs, as any other pawn, but don't care about comfort and obviously don't need to eat. One of my colonists even ended up marrying her holographic lover!

Deceased colonists can be revived using the new Afterlife Casket building, and your ship computer cores can manifest a holographic avatar through which their persona can interact with the world. Even the archotech spore has gotten in on the action - newly-built spores require either a persona core or a colonist's mind to be installed in them before they awaken. Now you can ascend your favorite colonist to technological godhood!

Update: 29 Jul, 2021 @ 6:17am

Literal hotfix: starting ships are properly at 21C. Also fixed an error with asteroid bases.

Update: 28 Jul, 2021 @ 7:54pm

Pruned obsolete shipdefs.

Update: 28 Jul, 2021 @ 7:27pm

-Now compatible with RimWorld 1.3!
-Implemented a new, optimized format for loading EnemyShipDefs, resulting in over a 90% reduction in load times in some cases, to the 1.3 and 1.2 versions.
-New sprites for shuttlecraft!
-Added archotech-level antimatter engine and reactor, as well as new types of radiator and solar panel
-1.3-specific: Rebalanced power to remain closer to vanilla
-Piles and piles of bugfixes

Update: 30 Dec, 2020 @ 9:09pm

-Fixed emergency purge ports always thinking they were inside shields
-Fixed archolife animals causing divide-by-zero errors.

Update: 30 Dec, 2020 @ 12:11pm

-Fixed ship radiator unfolding, for real this time
-Probably fixed the infamous bug where ships fail to disappear once salvaged. Added a failsafe option to manually remove existing glitched ships; activate dev mode and select the ship on the world map to use this gizmo.
-Archotech pillars are claimable/minifiable as soon as you can reach them, without need to defeat/hack the enemy ship. Commando raids to grab them and flee are now a viable strategy.
-Pawns with archotech skin and lungs no longer avoid vacuum areas
-Shift-clicking allows you to queue multiple pulses of shock/insanity from the archotech spore
-Probably fixed trade ships instantly fleeing
-Clarified that the cloaking device cannot protect your ship from Notoriety-related attacks
-Reduced the mood gain from sacrificing a prisoner to your archotech spore
-Slaughtermelons grow properly
-Fixed a nullref in the Farm Animals incident
-Removing floor over archotech hull tiles no longer degrades them into regular hull tiles
-Can no longer land ships in unexplored areas of a map
-Archotech stomach no longer produces divide-by-zero errors
-Archomutts are nigh-immortal, as intended
-Archolife no longer generates as a heavily diseased starting pet (the Reddit post was hilarious, though!)
-Psychic manipulator's effects now properly depend upon psychic sensitivity
-Probably fixed compatibility with ED-Embrasures
-Clarified that, unfortunately, Tynan will not let us use meditation mechanics without Royalty. If you don't own the DLC, the only way to improve an archotech spore's mood is through sacrifices.
-Fixed an issue for some users who manually deleted space maps and found themselves unable to launch (why you would do this, I don't know, but it seems to be a recurring issue)

Update: 24 Nov, 2020 @ 11:31pm

-Added an option for adjusting the cooldown time between ship battles.
-Added ship cannons. These low-tech turrets require ammunition but barely produce any heat at all, making them useful backup weapons in an emergency.
-Trade ships no longer fail to spawn under certain circumstances, particularly for users without Royalty installed
-Removed very old version back-compatibility to prevent "Version Update" errors
-Fixed an issue where ship maps might persist after salvaging
-Made it more visually apparent when radiators were usable, even if they are not currently in use.
-Archolife eggs are no longer sold by traders
-Archotech hull tiles are no longer removed when constructing
-Survival belts no longer pop when passing through an airlock
-Observed areas now have an ID number, taken from the sensor's ThingID, and so should never overlap
-Archotech pillars are never for sale
-Fixed a blueprint error upon destruction of a player's ship parts
-Fixed a glitch upon lasers missing a ship
-Fixed an issue where heatsinks would sometimes run into cloaking-device-related NullReferencePointers.
-Significant reduction in toxic exposure from damaged reactors
-Tweaks to individual ships
-Compatibility patch with LWM Deep Storage (thanks, MuggenHor!)

Update: 16 Nov, 2020 @ 2:09pm

Hotfix to resolve glitches experienced during certain world switches. Thanks to Saakra for help diagnosing and resolving the issue!

Update: 13 Nov, 2020 @ 7:41pm

-Fixed an issue with saving world grids after switching planets
-Reactors no longer accumulate instability while flicked off
-Can no longer use enemy ships' sensors to observe the planet
-Detached ship parts will no longer cause tick errors upon reload
-*Probably* fixed an issue where pawns in saves with a high MapIndex couldn't pathfind
-NPCs should no longer generate with mechanite cocktails
-Ludicrously large explosions should no longer cause a stack overflow during ship combat
-Archolife creatures can no longer arrive as manhunters

Update: 9 Nov, 2020 @ 5:21pm

[Auto-generated text]: Update on 11/9/2020 7:21:15 PM.