4,843 ratings
Save Our Ship 2
Mod, 1.0, 1.1, 1.2, 1.3
File Size
102.420 MB
Nov 9, 2019 @ 10:10pm
May 6 @ 4:55am
58 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, battle pirates - or become one - and travel back and forth between distant RimWorlds! Discover the secrets of evolving your ship's AI into a true archotech, and rule the Rim!

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 (relatively) safe 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 ship battles, and a quick way to reach any spot on the planet.

For more details, especially regarding the mechanics of ship combat, check out our wiki.


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.

Once in orbit, you will encounter other ships - some may want to trade, some will refuse to communicate, and some will attack outright. Will you use your torpedoes and railguns only in self-defense, or will you mercilessly crack trade ships' hulls for the valuables they contain?

Perhaps you feel bold enough to track down the source of those psychic signals that have afflicted your colonists since their arrival. With the help of your ship's AI core, you can locate and hack into an archotech's orbital amplifier and steal the secrets of evolving an AI into an 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, and ship combat requires even more changes to the fundamental game. As a result, some hiccups are to be expected. 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.

The fanmade wiki also tracks compatibility issues users have encountered with other mods here[sosv2.fandom.com].

Code and concept by Kentington.
Artwork by Thain. You can find his portfolio at https://www.artstation.com/thain. Archolife plants and animals are by Oskar Potocki - the man, the myth, the legend.
Additional coding and maintenance by SonicTHI.

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

Special thanks to K'[ludeon.com], who helped thread our space renderer, Karrim for work on the vacuum pathfinding code, Saakra for helping fix issues with world switching, and to Revolus, who wrote a faster version of RimWorld's code for detecting attached ship parts.

Thanks also to Sarg, who created new sprites for the space insects. You can find his excellent add-on "Alpha Ships" here.

Shipwrights: (Insert Boi here), AlfadorZero, choppytehbear, Dammerung, DianaWinters, Foxtrot, Inert, Jameson, Moonshine Dusk
Testing squad: Phsarjk, i am has yes, Fuji, Reviire, Ian, choppytehbear, Jameson, Generic Scout, Waipa, Xanthos, BUTTERSKY, Karim, firethestars, Haldicar, jamhax, Jenden, maraworf, Red_Bunny, rostock, sprocket, El Jojo, Zahc, Dutchman, Zero Jackal, Tiberiumkyle, swordspell, SonicTHI, Shabm, Reviire, Kasodus, Red_Bunny, melandor, Madman, K', Jenden, Insert Witty Joke, Ifailatgaming, choppytehbear, Capitão Escarlate, Bunkier, Bumblybear, Bubbadoge, Abraxas, (Insert Boi here)

If you're having difficulties getting SoS2 to work, please make sure Harmony is first in your load order, followed by Core, HugsLib, and then Save Our Ship 2. Linux users may need this Harmony fix if the game crashes on startup. If you are using third-party mods which explicitly reference SoS2, please try disabling them before you submit a bug report.

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

If you'd like your mod's armor to count as EVA gear, simply add "EVA" to its apparel tags, and make sure it occupies the "Overhead" or "Shell" armor layers (for helmets and suits, respectively).

Please report issues on our tracker at https://docs.google.com/spreadsheets/d/10_vYUf1fI5b1u_rjUBuIMx5pw7ZW_JIaF2aEuG6h57Y/edit#gid=0

If you're a modder who wants to create your own enemy ships, check out the SoSCK:

Lastly, if you'd like to support us in developing our indie game "Project Morningstar" - an RPG / colony management hybrid - check out our Patreon page.

You may join our discord here: https://discord.gg/GK7nqgu

Keep in mind, our Discord contains multiple projects. Please keep RimWorld & SOS talk in the #Save-Our-Ship channel.
Popular Discussions View All (689)
May 23 @ 6:40pm
A ship blueprint error
May 24 @ 2:45am
Thermal Regulator funktion
May 14 @ 1:55am
(BUG) Weapons glitching out?
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@Thain where can I give you the error log ?
Dietrich 12 hours ago 
I unfortunately don't have a log to give for this issue, but when I activated the Archotech Spore, it gave all the psylink levels and powers (which I knew beforehand it would do), but it also gave all the abilities of any ideologion-based mods and base ideologion, plus anything from the new Genetic Rim mod made by the VFE team.

Should mention I had my original ship AI insert itself via Hologram into the archotech spore and activated it that way.
Gruumk 16 hours ago 
Hey, I'm not sure if it's a bug or feature but when I enable roofing visibility walls and doors don't render the roof above them. It's kind of annoying having the smooth uniform hull be broken up with obvious and frequent gaps into the ship, even more so when the doors are open or have colonists walking through them making it appear as though theres a hole in the ship.

It's possible this is being caused by a separate mod, I have a few that affect roofing such as expanded roofing, but I wanted to make sure this wasn't a feature before I went troubleshooting.
Mikal 18 hours ago 
Hey there, just wanted to say thanks for this mod, this is the most fun I've had in a game since forever. I keep forgetting that this is a mod and telling myself that it is my favorite Rimworld extension. It's absolutely incredible the amount of work you did and how stable the whole thing is. Really, really thank you for this
CheeseWheelGuy May 25 @ 4:58am 
wait, what happens when a prison break happens on a ship? do they just fight to escape into the vacuum and die(if not wearing EVA gear)?
dagobert dogburglar May 24 @ 9:22pm 
Found out why; the mod Common Sense is responsible. Maybe throw that into the incompatibilities section?
dagobert dogburglar May 24 @ 8:57pm 
Getting a weird error where the rest of the mod works fine but I cannot fuel thrusters; I have made sure it was reachable and tested it on a fresh save and it's still consistent. Nothing comes up when having a pawn selected and right clicking on the thruster and it is not automatically refilled by haulers.
Thain  [author] May 24 @ 8:55am 
@Davy Jones -- Error log, mod list? Jut saying there's an issue doesn't help.
Thain  [author] May 24 @ 8:55am 
@Ivan -- Stealth ship start probably needs a rework. It hasn't been changed since the manifolds were added. I'd suggest using another ship until I can get back in and rework the ships, eventually.
Davy Jones May 24 @ 6:59am 
@NickWylsonChoucroute55120 That black screen after light speed travel happened to me aswell. Game bugged somehow