RimWorld

RimWorld

166 ratings
Save Our Ship Simplified
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
720.482 KB
Jan 12, 2019 @ 12:44pm
Jul 12 @ 8:14am
34 Change Notes ( view )

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Save Our Ship Simplified

Description
A simple mod that saves your ship and transfers your colonists and stuff to a new game.
(If you want something more exotic you should consider SOS2)
(It should be obvious, NOT COMPATIBLE WITH SOS2. Just choose one)

Safe to ADD/REMOVE from your game
Zero performance impact
Should work with pretty much any mod unless it modifies ship launch logic.
This mod is standalone, don't mix with any other SOS/similar mod.

Launch a ship before landing one!
To land the ship choose a scenario, Scenario editor, edit mode, add part and click land ship.
There you can select which ship you want to land. Also delete all other parts like "start with".
On landing ship core is destroyed so you will need a new AI core to relaunch.

I heard it works with this ship storage mod, I personally did not test it but you should probably use this as well for transfering items https://steamcommunity.com/sharedfiles/filedetails/?id=2925527797

If you change the modlist you SHOULD DISABLE SAVE-TECH&SAVE-DRUGS then it might work. Depends on your modlist. (If you dont disable it make sure to not change anything significant)

This is my first mod. If you use this consider leaving a comment, it makes my day.

SOS2:
https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131
The Original: https://steamcommunity.com/sharedfiles/filedetails/?id=1139655706
both by Kentington
SOS Reloaded: https://steamcommunity.com/sharedfiles/filedetails/?id=1541262111
by pipakin

Code is here, feel free to contribute https://github.com/hooap/saveourshipsimplified
289 Comments
Gelato Jul 31 @ 10:48pm 
This mod work with https://steamcommunity.com/sharedfiles/filedetails/?id=3531942788
However, the graveship parts are not kept in the new game. Would be nice if someone can make a patch
Cloud Strife Jul 14 @ 12:25pm 
Lastly, if this mod is removed, the error log will continuously output "Scenario part is null" messages. This happens because the game tries to reference the missing Landship scenario part that was used when the game was originally created. If you look at the scenario section in the save file, you’ll notice that one of the scenario parts is set to null.

If you remove just that specific null scenario part from the save file, the error messages will stop.
It’s a bit complex overall, but with some post-editing, transferring the save file to a new game appears to work successfully.

Thank you again for your continued interest and for always being open to feedback — it means a lot! :steamthumbsup:
Cloud Strife Jul 14 @ 12:24pm 
To fix that, I found two solutions:
1.Create and recruit a new pawn (or assign a faction to a mechanoid) to help the system reassign the correct ideology ID.
2.If multiple factions are merged under one ideology, you may need to manually edit the save file and assign unique IDs to each to prevent conflict.
Cloud Strife Jul 14 @ 12:24pm 
For the Biotech DLC, if there's a saved gene layout, it needs to be deleted. The genes themselves aren’t the issue — the problem seems to be that the saved layout file can’t be interpreted correctly in a new game context.

As for the Ideology DLC, this caused the most issues due to how deeply it integrates into various systems. The ideology generated randomly in the new game will always be overridden by the ideology from the saved file. If the saved ideology's ID overlaps with one generated in the new game, conflicts will occur. To resolve this, I had to save and reload the game 2–3 times after importing the ship into the new world. The game then automatically rearranges the ideology data, but there’s a high chance that the player's ideology will be assigned incorrectly.
Cloud Strife Jul 14 @ 12:24pm 
Thank you for your reply!
After analyzing my saved game for over 10 hours, I was finally able to resolve the issue. It turned out to be a very tricky one, and it requires meticulous preparation before importing anything into a new game.

First, you need to clean up the relationship data of pawns who were recruited from outside, excluding any parent-child relationships naturally formed between colonists. If a recruited pawn has a family member who is a faction leader, that relationship must be removed. Otherwise, when loading into a new game, the save file tries to reference a non-existent faction leader, which causes a null error.

Also, any pawn with a Royalty DLC title must have their title removed before being loaded. This is because the game will try to reference a noble title from a removed or missing faction. Furthermore, any psychic abilities acquired by pawns may lead to duplicate psychic IDs, so they should be cleared using a character editor mod.
hop  [author] Jul 14 @ 9:17am 
In my tests i didn't encounter these issues, but I haven't played RimWorld for quite some time, i just create a new save file for testing with minimal data
hop  [author] Jul 14 @ 9:15am 
It would also be great if you could provide me with a save file before launch, preferably with not too many mods.
hop  [author] Jul 14 @ 9:14am 
Thanks for the feedback, can you share error logs, you can use pastebin or whatever. I checked the xenotypes and it was working correctly, i guess I missed something. @Cloud Strife
Cloud Strife Jul 13 @ 7:11pm 
When using the Biotech DLC, I encounter errors related to races. It seems something is wrong with the genes, and the game fails to load the saved xenotype properly.
Cloud Strife Jul 13 @ 7:07pm 
It seems that when loading a previously saved ideology, not only the player's ideology is loaded, but also the entire ideological structure associated with the previous faction. I suspect that when this full ideology is loaded into a new game, errors occur because the original faction that used to follow that ideology no longer exists in the new world.