RimWorld

RimWorld

6,861 ratings
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 (812)
51
14 hours ago
Save Our Ship 2.7 -- Back on Steam! Post Bugs and Issues Here
Thain
1
7 hours ago
LTS Maintenance should be compatible
Nim
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
9,187 Comments
nmcalamity 46 minutes ago 
Does the updated version work with dubs bad hygiene? I have a life support system and the hull has piping but toilets and showers are not working. I have enabled the patch in the mod settings and have restarted the game multiple times.
Estredar 1 hour ago 
Thank you Thain. I'll have a run on SoS2 first, always loved your mod.
Thain  [author] 3 hours ago 
CE is incompatible with everything that adds weapons or armor until their team makes a patch. It's up to them and has nothing to do with us. It's true for every mod out there.
Estredar 5 hours ago 
@Thain It says it's incompatible with Combat extended, is this a impossiblity or simply that it would need a big patch from CE? I really like both mods and was sad when i read that.
Thain  [author] 5 hours ago 
So, the issue with those mods is that they add things to biomes without checking what the biome is. And they don't really have a method for doing that.

We could add a check that just deletes *anything* another mod adds to space? But what does that break?

We could stop *any* event from firing in space, but what does that break?

Or, we make a specific harmony patch and transplier to inject our own code to check biomes into those mods. Suddenly we're maintaining these patches against all the updates.

What would be BEST, for everyone, is if those mods check the biome compatibility. That would be the wisest thing to do. So they don't show up in other mods with unique biomes where it is game breaking or immersion breaking.
connor.dymond 6 hours ago 
hi just wandering if there are any plans to make this compatible with vanilla events expanded and vanilla helixien gas expanded ?
Stormy 6 hours ago 
Still compatible with SRTS expanded I hope?
Giggles 7 hours ago 
I seriously can't believe we got 1.5 so fast considering 1.4 uh.. never.. yeah. Amazing work!!
Silent.X 8 hours ago 
Amazing! Thanks for updating this mod!
Maari✰ 10 hours ago 
Holy heck it's here!!! It's here!!!!! Thank you so much to everyone who worked on this mod, this one is the best!!