897 ratings
Save Our Ship 2
Mod, 1.0
File Size
16.429 MB
Nov 9 @ 10:10pm
Nov 12 @ 5:46pm
4 Change Notes ( view )

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Save Our Ship 2


This mod serves as a comprehensive overhaul of spaceflight. Build an orbital fortress, explore the wreckage of ancient ships, and travel back and forth between distant RimWorlds!

In vanilla RimWorld, the ship's only purpose is to serve as an expensive win condition. SoS2 aims to make it a relevant gameplay element from mid-late game onwards. Once you've built a basic ship and launched it into orbit, it plays a number of roles: as a (mostly) raid-free place to store a small amount of loot/colonists, a resource sink as you expand it into a full-fledged space station, and - most importantly - a launch point for orbital quests and a quick way to reach any spot on the planet.

The requirements for launch are much simpler in SoS2 than in vanilla. A basic ship needs only a bridge, sensors, a shuttle bay, and chemfuel engines to be launched into orbit. Once there, you can expand it to your heart's content.

SoS2 handles planet-hopping differently than its predecessor. Rather than needing to start a new game, once you've built a Johnson-Tanaka drive you'll be able to jump between worlds at the touch of a button. The entire previous world is compressed and stored, allowing you to revisit planets at your leisure. When departing a world, you can transfer ownership of your colony to an allied faction, and if you decide to return it may have become a thriving settlement of that faction. Perhaps their descendants will even feel grateful enough to give you gifts.

It is possible to change scenario parts when traveling to a new world, although some may be irrelevant. Scenarios are saved alongside worlds, so when you grow tired of living on a planet where every corpse explodes, you can pack up and leave, secure in the knowledge that it will be just as explodey when you decide to return.

There's plenty more to see out in space! If all goes according to plan, SoS2 will eventually include persistent solar systems, a wider variety of orbital missions, strange and deadly planet types, ship-to-ship and ship-to-ground combat, and an endgame quest line where your colonists can earn glitterworld citizenship by tracking down a rogue archotech.

RimWorld's engine was not set up to handle multiple planets, and I've had to dig deep into the game's guts to make this mod work. Getting even simple aspects - for example, the vanilla faction manager - to operate across worlds was a headache and a half. As a result, some hiccups are to be expected in the initial release. I'd advise you to make a hard save before each spaceflight, and please send me your error logs if something does go wrong.

Every effort has been made to ensure compatibility with other mods. All commonly-used data structures, be they UtilityWorldObjects or WorldComponents, are transferred between worlds. Nevertheless, I can't plan for every contingency. Please let me know if something fails to transfer.

A handful of buildings are still using vanilla art assets, as are the asteroid-dwelling insects. This will be rectified in an upcoming release.

Code and concept by Kentington.
Artwork by Thain. You can find his portfolio at https://www.artstation.com/thain

This mod is dedicated to the memory of pipakin, who maintained Save Our Ship during my absence.

If you're having difficulties getting SoS2 to work, please make sure HugsLib is above it in your load order. Also ensure that no other version of SoS is active, either the original or Reloaded. These two steps solve most of the issues commenters have encountered.

This mod *is* compatible with existing saved games, although vanilla ships will need to be rebuilt.

If you are experiencing FPS drops in space, disable "Dynamic Planet Rendering" in this mod's options.

Compatibility patches exist for:
-Dubs Bad Hygiene: https://steamcommunity.com/sharedfiles/filedetails/?id=1910681256
-Rimatomics: https://steamcommunity.com/sharedfiles/filedetails/?id=1910684003
-What The Hack: https://steamcommunity.com/sharedfiles/filedetails/?id=1911910049

You might also enjoy my other mod, Psychic Awakening.
Popular Discussions View All (10)
44 minutes ago
Bug reports / Compatibility issues
Leri-Weill [FRA]
Dec 13 @ 12:44pm
questions answered and tips
Sir Luis
Dec 12 @ 9:50am
Ideas for the mods or Compatibility patches ideas
Sir Luis
< >
Imperator 4 hours ago 
@Toxiklown did you download hugsLib? That is a dependency...
no 4 hours ago 
the radiator is ship furniture though
The Lord of Ebola 4 hours ago 
@no you probably need to have floors in that room, it could be the radiator on the wall next to the pad, i couldnt even have a wall light in my docking bay because it was an "obstuction" lol
no 5 hours ago 
Seriously, how do I even use my ship, this is still considered an obstruction, someone help
Dannsync 20 hours ago 
Good Mod though
Dannsync 20 hours ago 
JecTools, Doesnt work with SOS2.
Wolfcub05 20 hours ago 
You are a legend
Your contributions to the Rimworld modding community will go down in the history books
All of the work you've done is incredible and shouldn't be forgotten.

You are the hero we needed but didn't deserve
Danny Dec 13 @ 9:27pm 
OH MY GOD... CullyDC, you're the hero we need!
CullyDC Dec 13 @ 9:03pm 
If anybody is having trouble with undrafting the cargo shuttles in Save Our Ship 2 (hover mode), try disabling "Drafted Hunting tool" in the Allow Tool mod options. I hope this helps:
The Lord of Ebola Dec 13 @ 7:50pm 
@CentiSully just give your pawns EVA suits and remove the roof xD