RimWorld

RimWorld

369 ratings
Save Our Ship
   
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374.585 KB
Sep 20, 2017 @ 3:08pm
Sep 23, 2017 @ 11:03pm
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Save Our Ship

Description
Save Our Ship v2 has been released: https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131

With this mod, any ship you launch is saved to a file. You can then start a new game using this ship to continue your colonists' stories on another world! Research, player faction data, and pawn relationships are all carried over.

SOS also includes new ship parts which allow constructing a proper interior. Any building or item placed atop a hull tile is saved with the ship - letting the colonists bring their favorite art, their workshop, and all the supplies the next colony might need. Cryptosleep caskets can be built inside a fully sealed hull at reduced cost.

====Technical Details and Known Issues====

This mod requires HugsLib.

"Loose" pawns aboard a ship won't be saved with it (they'd die during the interstellar journey). Put your colonists/animals in cryptosleep caskets.

Hull tiles can only be placed in a room fully bordered by ship parts. Placing a wall, nutrient paste dispenser, or any other building which counts as a solid wall will prevent placement of hull tiles in that area. Hull tiles automatically create roofs for themselves, which may cause compatibility issues with roofing mods.

Starting a game with a landed ship prevents new pawns from being created at game start. Colonists can still join later, of course. Ship starts are also incompatible with "start with," "start with animal," and "start near" scenario components.

There are many ways in which a third-party mod could store world data. If it's not saved inside a vanilla data structure (specifically the pawns themselves, a building on the ship, a faction def, researchManager, taleManager, or playLog), it won't come with the ship, which could cause issues with those mods.

Many NPC pawns from the old world will be missing when the ship lands, which will produce warnings if developer mode is enabled. The game cleans these up automatically.
Popular Discussions View All (4)
8
Oct 22, 2017 @ 1:41pm
Issues with the mod.
Vas
7
Oct 16, 2017 @ 8:34am
Thoughts, questions, suggestions
Vas
4
Dec 3, 2017 @ 6:16pm
Suggestion: Fuel, time, and opportunity costs for orbital operations.
SingABrightSong
327 Comments
AxoKing Jun 14, 2024 @ 7:56am 
dose this work with "Save our ship two"? i saw a youtube video where there ship went to a different world
Jedi May 29, 2024 @ 6:35pm 
i just realized how much and idiot i was...
I DIDNT KNOW WHERE THE RCS ENGINES WERE
ProudHalfJapaneseIdahoan Feb 21, 2023 @ 12:49pm 
FTL hardcore mode
Robo Dec 5, 2022 @ 9:41pm 
Nice to see how far SOS has come along.
cautious asparagus Oct 25, 2022 @ 8:00pm 
Ah, yes, let's just update the oldest iteration of the mod to 1.4.
ano0bis Oct 21, 2022 @ 10:21am 
would love a 1.4 update
Plague Jun 7, 2022 @ 3:26am 
@Bezanja You only need SOS2 (Save Our Ship 2) to play, SOS1 isn't needed at all.
Bezanja Apr 27, 2022 @ 7:42pm 
Do I need to have both this mod and sos v2 enabled? Or can I just use v2?
Paul Nov 8, 2021 @ 3:10pm 
It crashes the game before it loads so i cant turn it off
Scientist Oct 22, 2021 @ 3:21am 
crashes my game every time i load in while the mod is active