RimWorld

RimWorld

Save Our Ship 2
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Update: Jan 9 @ 2:40am

Many bugfixes and updates, thanks to community contributors!

* Now compatible with Combat Extended! I sadly don't expect this to stop people from asking.
* Quest shuttles can land on Shuttle Bays and Salvage Bays and don't need shuttle landing beacons in this case.
* Larger than 250x250 player ship map is supported when moving to a new planet. Requires initiating move to a new planet command in new version.
* Larger than 250x250 maps are supported for enemy ships.
* When entering enemy shuttles, player no longer looses control of the pawn, shuttle is claimed instead.
* Biotech DLC: kids will now have new learning desire, admiring space. Need some kind of telescope for that. That feature is intended to replace Skydreaming and Nature running which are not possible in space. Those learning desires are fixed, kid won't pick them in space.
* Small Cannon and several other turret projectiles will no longer explode prematurely without hull damage
* Quest (Spoilers): Finding starship bow will now have a timeout, so that scan results aren't spammed by quest location player can't complete in early game.
* Quest (Spoilers): JT Drive event map can be settled after quest is done.
* Fixed shuttles issue causing Null Reference Exceptions for shuttles in transit during ship battle.
* Scanners and science consoles will now automatically end observation for abandoned maps.
* Starship bow won't be found as general wreck, only as special location.
* Wall lights don't block tile for shuttles.
* Faster background rendering by Cn-mjt44
* Animals no longer un-tame when claiming wrecks.
* Fixed performance issue when using Vanilla Achievements Expanded and having large ship.
* Fixed destroying vehicles on map removal, which caused fleeing enemy ship with shuttles going wrong, map not removed.
* Fixed enemy ships fleeing for no reason.
* Can no longer exploit drive quest by doing it without claiming the drive.
* Glittertech salvage bay roof visual fixed.
* Formgel Going off map (such as in pawn lend quest) won't cause errors when decohering.
* Going to new planet: fixed saving minor (non main) player faction ideos. Pawns like Production and Research specialist from ancients should arrive to new planet in non-broken state now.
* Pawn jobs are now cleared when moving to a new planet.
* Ships with NeverRandom tag won't appear in random fleets.
* Improved flickering airlocks performance.
* Breathable zone won't be automatically created on wrecks, only on ships. As auto-allowing zoned pawns to go to any wreck was dangerous.
* Ships with JT drive won't need RCS thrusters to move around now.
* Glittertech salvage bay will no longer retrieve landing/departing shuttles and other skyfallers.
* Many occupied containers such as Biotech ones like Softscanner/Ripscanner, Biosculpter pods and VFE Draincaskets will work correctly when moving ship, won't drop occupants.
* Fixed some buildings not working on ship/station start. Such as there is Advanced Research bench, but can't research.
* Abandon option is available for landed ship map. For this to work, entering landed ship map in new version is required.
* Restricted area around ship will check for obstacles correctly, showing items and filth. Previously, items and filth were disallowed in restricted yellow tiles around new ship location, but not for ship location itself. Caused real confusion on why can't move/land ship.
* Shuttles that are unable to launch because of rotated will now tell about that in warning.
* Archotech Spore no longer disappears when loading save with shuttle mid-flight.
* Fixed broken wall light causing ship move issues on Old Destroyer, Armed Transport, Firefly class transport. Staring ship battle in new version is required for fix to take effect.
* Fixed incorrect fallback when being attacked by single enemy ship, that sometimes caused too hard enemies.
* Removed incorrect 2-layer hull plating on damaged satellites.
* Fixed for the Vehicle related issue preventing shuttles from spawning on enemy ships.
* Dryads won't appear as randomly joining animals. A fix in Harmony patch preventing Archoitech animals there.
* "Need batteries" warning will now be correctly satisfied by ship battery.
* "Need meal source" warning won't be shown in space.
* When converting airlocks to Archotech, their forbidden status will be preserved.
* When converting hull plating to Archotech, floors will be preserved.
* After pawns and mechs were moved aside to allow ship movement, they won't be stuck.
* Outer airlocks airlocks won't flicker on landed ship, as they are not adjacent to vacuum in this case.
* With ship map physics enabled, docking extender floors will be correctly considered ship part and pawns won't fall off to graveyard map from there.
* Fixed ship lasers missing targets/working unreliable in ground defense mode.
* Adaptive Storage Compatibility implemented: we may still have issues, so this is currently assumed to not be working. Continue to use at your own risk until a solution is found.
* Removed Need Warm Clothes Alert for space maps
* Fixed an issue, when pawns tried to reload torpedoes on non-claimed-yet derelict, but failed with error in TryMakePreToilResrvations() and were standing still. Now, pawns will only reload torpedo tubes belonging to their faction.
* Support for mini reactor graphics.
* Archotech lung provides Toxic Environment resistance. That already existed on CE side when that mod is used.
* On ship/station start, map size from games setings will be used.
* Some wrong animals like insects won't join on Animals join event on surface maps.
* Floor color will be preserved on ship move.
* Publicized turret stuff for Bioship addon.
* Royalty ending quest (hosting a Stellarch on current map) won't be generated for space maps.
* Charlon Whitestone (landed ship) will unfog on arrival, fixing parts of multi-layer walls never unfog.
* Empire reward Destroyer will have dignified throneroom and bedroom for Archon title.
* Heavy lags when Shuttle bay or Salvage bay exposed to space fixed.
* When Ship map physics option is off, enemy boarding parties will arrive correctly without roof punching.
* Fixed shield not appearing on player shuttle after save/load
* Heatsink, cloaking device and shields temporary disabled for enemy shuttles - won't generate.
* Fixed yellow log error on loading turrets - they were added with null upgrade key.
* Tox gas immunity for EVA helmets. Different thing from tox environment resistance. That already existed on CE side when that mod is used.
* Letters about found ships/derelicts will now mention submod name if found ship is not a part of Save Our Ship 2 content, but rather comes from ship pack.

Update: Jun 20, 2024 @ 11:54pm

Added license; added contributors list to About.xml; removed source files to save size

Update: Jun 9, 2024 @ 9:52pm

Removed VF patches now that they've been merged
Fixed manually building roofs in space - areas will still no longer auto-roof
Spinal weapons are no longer restricted to firing in the direction a ship is moving
Translating the name of the psychic amplifier ship no longer breaks the archotech questline
Fixed moving ships between maps of different sizes
Royalty shuttles can properly land on shuttle bays again (without requiring separate beacons)
Trying to land a ship on hidden power conduits no longer destroys the ship or crashes the game
Scanning for sites now occasionally finds derelict ships, but not active ones
Allowed AI cores to be minified and moved
Archite repair gel now has mass (silly archotechs, always playing with the laws of physics!)
Turrets no longer prevent claiming a defeated ship, if all enemies are defeated
Tiny wrecks (<5 buildings) on the map no longer prevent movement in ship combat. Please don't make me regret this by building a defensive cloud of hull tiles.
Fixed bug where anomalies on containment platforms sometimes counted as kidnapping
Cryptosleep cocoon gene no longer malnourishes characters without a Food need. It also reduces the current Food level so pawns will eat upon awakening.
Warned new players that withdrawing a ship from combat requires unpausing the game
In an edge case where the planet has a specific temperature, going to space no longer results in season notification spam
Fixed typo in shuttle liftoff
Corrected description of nuclear engine

Thanks to Boris:
(Temporarily) added translation key to vehicle fuel cost
Hostile space mechs now only use combat-capable mechs, and exclude Biotech bosses
Removing wrecked airlocks removes the roof too
Ship vents no longer divide by zero if no life support is present

Update: Jun 2, 2024 @ 3:06pm

Enemy shuttles no longer land in player shuttle bays (spacer culture considers this rude). They will also not accidentally crash through roofs anymore, which is much more rude.
Fixed shuttle lasers being unable to damage buildings larger than 1x1
Enemy ships will now properly attack the graveyard map after the player retreats
Formgels whose ideology favors injuries (scars or blindness) will no longer heal those injuries
Renamed mechanite repair to gel to archite repair gel
Archite repair gel can now be applied to a pawn, gradually repairing all worn equipment and weapons
Description of vents expelling air now specifies how much damage it will inflict on each life-support system
Glittertech salvage bays no longer scoop up loose pawns (including shuttles). They will still scoop up corpses for that tasty, tasty nutrient paste.
Corrected descriptions of shuttle dodge chance upgrades
Fixed confusing calculation of ship bounties; now trade ships will only refuse to trade if your bounty is >= 40
Anti-entropic heatsink no longer outputs power unless it actually purges heat
Added missing translation tags
Fixed AI formgels generating as pawns' relatives
Modular farm ship no longer attacks
Megalodon carrier is less fragile, has backup tactical consoles
Added a couple minor loot ships
Ship bridges use chair icon
When launching a ship from a ground map, engines no longer incorrectly apply an offset to the explosions they generate

Update: May 27, 2024 @ 7:13pm

Formgels are now capable of using bionics, implants, and artificial organs, and the installation surgery will automatically succeed. However, when a formgel "dies," it leaves behind all of its artificial parts, and they will need to be reinstalled into the new body
Added safety checks to ship indices - the moon base should be fixed, as should rare issues with ship detach
Holodecks now actually require power to use
Holodecks now satisfy Outdoors need

Update: May 25, 2024 @ 4:50pm

Fixed texture overrides for shuttles, so they don't shrink when facing southish
Added a way for third-party mod authors to control behavior of their Things on ship move: adding the mod extension SaveOurShip2.SoSSpawnOverride to a ThingDef will cause objects to be treated as newly-constructed upon move, rather than as though they'd respawned after load:
<modExtensions>
<li Class = "SaveOurShip2.SoSSpawnOverride"/>
</modExtensions>
Fixed Vehicle Framework's bug related to bringing upgrade resources - will remove the patch when VF is updated
Fixed Vehicle Framework's bug related to refunding stat upgrades - will remove the patch when VF is updated
Switched to an alternate system for preventing roofing in space, which will hopefully have broader compatibility
Moving a ship on the same space map no longer requires fuel, and will no longer inaccurately report missing RCS thrusters
Fixed compatibility with Dubs Bad Hygiene
Fixed plants being deleted upon ship move
If an enemy ship is defeated while its boarding shuttles are en route, they return to the enemy ship map
Better handling for removal of ship caches - preventing cells from incorrectly being marked as belonging to a discarded ship
Delta pillar site has unroofed entrances to prevent shuttle landings from softlocking

Update: May 20, 2024 @ 5:10pm

Returning a boarding party from the enemy ship no longer attempts to re-board the enemy ship
Fabricors can now scan at science consoles without throwing errors
Fixed issue where purge ports were sometimes taking two clicks to fire
Space maps now ignore the build/ignore roof grid - manual roof *removal* is still possible for cleanup of existing saves

Update: May 20, 2024 @ 3:44am

* Formgels now cure hediffs on respawning - anything that a resurrector mech serum would remove
* Launching the Charlon Whitestone ship completes the quest Ship to the Stars, and makes the map removeable
* Deep drills no longer function in space (as funny as that was)

Update: May 18, 2024 @ 5:58am

[Auto-generated text]: Update on 5/18/2024 12:57:12 AM.

Update: May 18, 2024 @ 5:34am

Fixed salvage bays reporting zero mass.