RimWorld

RimWorld

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Save Our Ship 2
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
381.993 MB
Nov 9, 2019 @ 10:10pm
May 20 @ 10:10am
64 Change Notes ( view )

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Save Our Ship 2

Description


Save Our Ship 2 is an unofficial expansion for RimWorld. Build a liveable spaceship and continue your colonists' stories in orbit - engaging in ship-to-ship combat with pirates, searching derelicts for treasure, and perhaps even discovering a phenomenal cosmic secret or two! SOS2 includes two custom endings: build the Johnson-Tanaka drive to transport your colonists to a different rimworld for a New Game+ experience, or evolve one of your colonists to machine godhood using the Archotech Spore.

Newly upgraded with tons of new features and stability upgrades for 1.5 and beyond, SOS2.7 is the best version of Save Our Ship yet. SOS2 is being maintained by community volunteers with occasional updates by the original devs!

Non-Steam Link: https://github.com/KentHaeger/SaveOurShip2



- Make sure Harmony is installed from here: https://steamcommunity.com/workshop/filedetails/?id=2009463077
- Make sure the Vehicle Framework is installed from here: https://steamcommunity.com/workshop/filedetails/?id=3014915404
- And Sort your Load Order like so:

Harmony
Vehicle Framework
Save Our Ship 2



Build your own ships, or capture them from the enemy!


To build a ship all you need to do is:
- Build an enclosed hull using Hull Walls.
- Fill that enclosed Hull with Hull Tiles.
- Use Airlocks to access the sealed space.
- You may then fill this space with ship parts, floors, vanilla walls, etc.

Pre-Flight Checklist:
- Build life support. One supports the entire ship.
- Use Ship Vents in place of Coolers and Heaters. They do both.
- Add a Pilot Console and assign a pawn as pilot.
- Build Sensors.
- Attach Engines to the outside of the ship. Beware! They destroy anything behind them!
- Fuel the engines.
- And select the pilot console to check for warnings, and then launch when ready!


After building enough engines, a pilot console or computer core, and basic sensors, your ship can lift off!

If you'd like Vanilla Expanded SOS2 textures shown here, get that addon here: https://steamcommunity.com/sharedfiles/filedetails/?id=2805433179

Heat, Weapons, and Shields


The Heat System in SOS2.7 has been completely overhauled for simplicity and better performance.

Shields, Reactors, and Weapons all generate heat, which is piped via Thermal Conduits to Coolant Tanks that store heat. That stored heat will eventually destroy your Coolant Tanks, so to prevent that, build Heat Sinks, which now have built in radiators on the roof of your ship to radiate heat to space. You can also rapidly purge your Heat System via the Bridge, but this fatigues your system temporarily, lowering heat capacity. You also have Emergency Purge Ports, which blasts heat into space as molten silver.




Ship to the Stars!

Travel to a landed ship with a friendly AI!

To travel to a new world, you must wait while your pawns search at the Science Console and find the original starship bow which brought you to this RimWorld. After finding the remains of that ship, you will discover the Johnson-Tanaka Drive that allows your ship to travel fast enough to escape to the nearest planet on a journey that will last many years.

This is effectively a New Game Plus! Save your ship and load our load ship, too!



As you explore the RimWorld, if your ship's computer core has an AI Persona active, it will detect the mysterious psychic emanations from an ancient archotech mind. Following its signal, you may find a way to trace it back to the source via your bridge.

This is a final End Game quest!



Shuttles, now using the Vehicle Framework, can act as both cargo shuttles and fighters! Upgrade them with weapons, shields, torpedoes, better engines, or sacrifice those things for more personnel seats or cargo space.



How do you select a specific ship or station to start with?

Select Derelict Ship, Station, etc, and go to Scenario Editor, Edit mode, And click on Random. A list of ships will then appear. This is also true when loading your saved ships.



Mod Options

The ability to turn on or off experimental features such as "ship physics" and 'boarding party hard mode," as well as turning on and off the SoS2 Splash Screen are available under Options->Mod Options->Save Our Ship 2.



For SOS2's Experimental Branch: https://github.com/SonicTHI/SaveOurShip2Experimental

You may help us test new iterations of SOS2 via the GitHub link above, and report issues on our Discord.

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. Anything posted about RW or SOS in #general will be moved there by a mod.



https://sosv2.fandom.com/wiki/Save_Our_Ship_Wiki

The Community Wiki needs volunteers to help keep it up to date! Please sign up for a Wikia account to login and make changes as needed.



https://steamcommunity.com/sharedfiles/filedetails/?id=2105531392

If you want to make your own ships and share them with the community via the workshop, download the Save Our Ship 2 Creation Kit! It's just like building in game, but it saves your ship as an XML which can be shared.
Popular Discussions View All (807)
46
7 hours ago
Save Our Ship 2.7 -- Back on Steam! Post Bugs and Issues Here
Thain
3
May 19 @ 1:20pm
would it be possible for devs to talk to oskar, get the ve textures for sos2 integrated into the mod?
turkler
2
May 18 @ 3:45pm
Standalone storyteller
Kaeh
9,135 Comments
Sir Val von Ra 1 hour ago 
Is this incompatible with Yayo's Combat 3 (Continued)?
AggressiveGimp 3 hours ago 
Exception ticking Ship_SensorClusterAdv332017 (at (143, 0, 150)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompLongRangeMineralScannerSpace.ScannedRoom () [0x0000c] in <a984f60e38b14da1897e9c63e3dc9a05>:0
at RimWorld.CompLongRangeMineralScannerSpaceAI.CompTick () [0x00084] in <a984f60e38b14da1897e9c63e3dc9a05>:0
at Verse.ThingWithComps.Tick () [0x00024] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.TickList.Tick () [0x0015c] in <cd7169108ea74757aa50c5b33d275c15>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
AggressiveGimp 3 hours ago 
Hi

Installed 2 days ago via github (is this the same version?) and I am having an error. I built advanced ship sensors, as soon as construction is finished I get a repeated error message every few seconds as follows:

Exception ticking Ship_SensorClusterAdv331919 (at (143, 0, 150)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompLongRangeMineralScannerSpace.ScannedRoom () [0x0000c] in <a984f60e38b14da1897e9c63e3dc9a05>:0


(cut due to length)

Any idea what could cause and fix this? Not an issue I've had using any other SOS2 installation. If it won't cause problems I don't mind hiding the debug screen

Thanks
Smiley Face Killer 3 hours ago 
Came here to say this update shoulda made immediate front page news, and saw the CE comment by Thain. Fully agree but like most sin, once you indulge it's hard to break away from.
Errors and issues be damned boys, we're goin in
10/10 mod (Tynan should yoink this next as the next dlc lol)
mr_roboto 4 hours ago 
Good afternoon, I have a problem here with the fact that trading on a spaceship via the communication console does not work. Resources are lost but nothing arrives in return
Kadamien 4 hours ago 
As a suggestion, it may be a good idea to add some space-themed backstories -- for immersion reasons. This would pair well with pawn-editing mods. After all, there aren't a whole lot of backstories that could sensibly lead to my pawn(s) getting their own spacecraft.
Fire Pixsel 6 hours ago 
when i choose colony location, do everything, press start, loading screen apears and on part "loading" I get message "Error while generating map", what do I do? mod doesn't show any incompatiblities
Thain  [author] 9 hours ago 
@Unorthodox_fox -- turn off the SOS background in mod options.
Reel 11 hours ago 
@Thain truer words have never been said (about ce specifically)
Unorthodox_fox 12 hours ago 
save our ship seems to force change my selected background everytime apon launch to the sos background...but i like my other one T-T