RimWorld

RimWorld

Save Our Ship 2
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Update: May 17, 2024 @ 10:34pm

Fixed salvage bays reporting zero mass.

Update: May 17, 2024 @ 3:28pm

Fixed issue with shuttles attempting to board each other during combat (which is exactly as funny as it sounds)

Update: May 17, 2024 @ 2:47pm

Taking Save Our Ship from its initial proof of concept to something that should last the test of time, SOS 2.7's Community Branch Update represents 2 years of effort by mod community members.

There are more bug fixes, refactored code, and new features than is possible to list.

The highlights are:

- Ships now have a landing and liftoff animation.
- Doors are automatically forbidden on liftoff so pawns don’t walk into space and die. Which they will, if you let them out of the ship on launch or landing.
- Starting in space is now much more forgiving, with starting ship research unlocked.
- Shuttles are now powered by Vehicle Framework, having all new hover modes with weapons and upgrades.
- Upgraded shuttles can now play various roles in combat, from intercepting torpedoes to strafing the enemy ship with plasma cannons. They’re vulnerable to point defense, however!
- Shuttles use pilot's Shooting skill to increase accuracy, Intellectual skill to increase dodge chance.
- Every ship was rebuilt from scratch and carefully rebalanced for habitability.
- Wall lights are now vanilla and integrated with all SOS2 ships. Much neater!
- Ships can now be grouped into fleets. Each individual ship can be separately landed, or separately destroyed in combat.
- Docking clamps allow ships to dock together.
- Salvage is now far better balanced, encouraging capturing ships & ship parts.
- The Salvage bay can move, rotate, flip, and merge wrecks into new ships.
- Holograms have been replaced by formgels - swarms of mechanites which mimic human biology. Formgels can eat, sleep, travel the world, do anything a living person could. They’re also much more mod-compatible!
- When a formgel is destroyed, the building housing its consciousness needs one day to grow a new mechanite swarm.
- Complete art overhaul matches vanilla rimworld a little bit closer.
- All new ships with many unique variations.
- New events such as asteroid fields and derelict ships.
- Updates to story missions, including the Starship Bow and Moon Base.
- Interplanetary travel now functions as a New Game+, quite literally saving your ship to a file (veterans of SoS1 will be familiar with this method). It can be loaded via a scenario element when starting a new game.
- Loading a ship does technically allow you to change your modlist, so long as none of the removed mods have elements aboard the ship. Inspect the ship carefully to make sure everything was loaded correctly.
- New, more granular difficulty settings for features such as shuttle boarding.
- The new heat & shield system is much cleaner, and far more strategic.
- Ship Combat is much more balanced, with better HUD and ability to actively vent coolant - removing all heat, but also reducing the heatsinks’ max capacity for the rest of combat.
- Debris now flies off in the direction of travel.
- Weapons now fire left & right, depending on which way you and the target are "moving."
- Player ships typically face "right" and enemy ships face "left" consistently.
- New accuracy mechanic gives the Tactical Console use, with pawn Shooting skill improving firing.
- Ships use Reaction Control Systems to dodge incoming fire. More agile ships avoid getting shot.
- Point defenses now intercept fighters, boarding pods, and torpedoes.
- Substantially improved performance overall, especially in combat.
- Better compatibility with various popular mods.
- More resilience against future base game updates.
- Cleaner, better documented code, making maintenance and addons easier to create.
- Improved Save Our Ship Creation Kit, so making your own ship packs is easier and more featured.
- Paint ship hulls!
- Paint shuttles using vehicle framework!
- Ship turrets now work on the ground, so landed ships are no longer sitting ducks!
- Better integration with Biotech, adding genes for vacuum survival and a natural cryptosleep cocoon, along with a Gremlin xenotype that shows off both.
- Formgels generated by a ship computer core or archotech spore have natural mechanitor abilities, allowing them to control mechanoids.
- Royalty ending now provides the colony with a top-tier Imperial Destroyer ship, to continue adventuring in space.

If you enjoyed SOS2 before, you'll enjoy it much more. If it was a little too intimidating and messy before, it has drastically improved.

From here on, backwards compatibility with saves from 1.0-1.4 is not supported. Deep changes to the mod make this impossible. Those on the Git Experimental build version 101 for 1.5 are good. Any git version saved before V101 will not work. If you have an ongoing game from before and want to upgrade, you'll need to abandon any SOS2 ships and deconstruct all buildings so nothing remains. Save a new game with a ground map only, and then add the new SOS2.7, and build a new ship.

Now that SOS2 is back on Steam, it should receive updates regularly, and be future proofed against vanilla updates from now on.

If you'd like to report issues, share screenshots of your ships, get help, or see what else is going on with our own game, join us on discord: https://discord.gg/GK7nqgu

Remember to keep all RimWorld and SOS2 topics in #save-our-ship.

Remaining problems:

- Shuttles being upgraded get stuck in an infinite loop, requiring a fix from Vehicle Framework.
- Minor bugs occasionally occur in ship caching, causing combat to not end if a bridge is hacked or other issues. Save & reload to fix.
- Shuttles sometimes fail to capture when on the player map.
- RimWorld's Scenario Editor UI makes it not obvious how to load ships.
- RimWorld may hang for a long time when traveling to a new planet. (Just wait when the screen is white.)
- Remember -- most issues are fixed with a save and load. Try that first.
- Mods that force pawns to walk in from the edge of the map might cause them to appear in space. Oops. Those mods require a patch on their end to check biome and weather for vacuum.
- Mods that require a ground colony may not work until you have one if starting in space.
- Sensors can no longer open sites, especially quest sites, because it may break quests by simply observing the site. Vanilla balance issue.
- Vehicle Framework has its own issues which SOS2 can't address. Don't bother them. Report issues to us and we'll relay it to them.
- Pawns are stupid and will walk buck naked into space. Set up exclusion zones.
- Pawns are VERY stupid and will walk into engines to refuel them in combat. Again, set up exclusion zones.
- Combat Extended is not our problem. Please don't ask. If you do ask, do so in the form of interpretive dance via youtube or vimeo.
- No, we can't add EVA tags to mod power armor or a HAR race or whatever. That is a simple task for a mod author to patch.
- No, we can't fix issues caused by other mods. That's not on us.
- Minfy Everything is no longer incompatible and works reliably. In fact it makes salvaging way more fun.
- Designator Shapes still causes rotation to break on certain buildings. Just use the middle mouse button or disable their rotation in their mod settings.
- Gunplay still causes issues. Turn off bullet trails.
- Yayo's combat still causes issues. Turn off their bullet speed mult.



Save Our Ship 2 was developed by Kentington, Thain, and SonicTHI

Special thanks to Owlchemist for his code contributions to 2.7.

Other contributors (code, art, design or QA): Oskar Potocki, Thamuzz1331, Trollam, Boris, K', Sarg, Karim, Saakra, Revolus, MatthewTeply, dkargin, HG, DianaWinters, UrbanMonkey, M.A.G.Gen., Epicguru, sdanchenko, m00nl1ght-dev

Shipwrights: Oninnaise, VVither_Skeleton, (Insert Boi here), AlfadorZero, choppytehbear, Dammerung, Foxtrot, Inert, Jameson, Moonshine Dusk

Testing squad: Buns Buns Cat, Phsarjk, i am has yes, Fuji, Reviire, Ian, Generic Scout, Waipa, Xanthos, BUTTERSKY, firethestars, Haldicar, jamhax, Jenden, maraworf, Red_Bunny, rostock, sprocket, El Jojo, Zahc, Dutchman, Zero Jackal, Tiberiumkyle, swordspell, Shabm, Kasodus, Red_Bunny, melandor, Madman

Update: May 6, 2022 @ 4:55am

Fix for edge cases involving shuttles in caravans.

Update: May 5, 2022 @ 5:39pm

-Dropships now load their textures correctly.
-Fixed destructive patching for caravan UI. You can now add hovering shuttles to a caravan from maps which despawn when you leave (though not from player homes), and it won't stop you from adding mechanoids or other modded content to your caravan.

Update: Apr 9, 2022 @ 5:42pm

-Living pawns no longer generate with hologram equipment
-Remove RecipeMaker from hologram equipment so that it no longer shows up as a dummy recipe at workbenches
-Superheavy dropships now have a total of eight color variations, which can be swapped via a gizmo. Special thanks to Morphium for making these alternate versions!
-If a mod conflict allows holograms to equip non-holographic weaponry, that weaponry no longer vanishes when the hologram explodes or changes to melee/ranged mode
-Royalty downed shuttles quests now target unoccupied shuttle bays
-Added CompColorable to archotech hull
-Damaged reactors now warn the player when pawns are suffering radiation burns
-Added "space telescope" which can be used under ship roofs
-In case you want to use psycasts to skip enemies into your ship's engines, the center of the killzone is technically walkable
-Fixed a rare issue with engine rotation not saving/loading properly

Update: Apr 5, 2022 @ 10:07pm

Hotfix: Shuttles are no longer blocked by filth on shuttle bays

Update: Apr 5, 2022 @ 12:03am

✓ Pawns no longer walk into engine exhaust
✓ Heat network now equalizes heat percentages between all connected heatsinks every tick. Radiators directly vent heat from the network, or from the connected room, or both - depending on how much of each they need to do.
✓ Holograms can now switch between ranged and melee mode. In melee mode, the character equips a holographic sword and a holographic shield belt.
✓ Individual ship radiators now report if they cannot vent, and for what reason
✓ Fixed lag when placing ship hull tiles inside large rooms
✓ Merged @Morphium's excellent Dropship graphics into a new type of super-heavy shuttle
✓ You can now demand immediate gifts from your archotech spore, at the cost of a stacking -40 mood penalty
✓ If you'd like to resurrect a pawn stored in an Afterlife Casket, you can now use a resurrector mech serum to grow them a new body.
✓ Archotech Jaw adds a corresponding Archotech Tongue when installed.
✓ Reduced loot on generated ships to 500 value per item stack, max. No more farming hundreds of advanced components from that one derelict destroyer!
✓ For performance/darklight reasons, holograms no longer emit a glow
✓ Added error handling for pawn generation errors during ship generation
✓ Archotech pranks no longer give holograms cancer
✓ Renamed Ship Vent to Ship Thermal Regulator to avoid confusion with vanilla vent behavior
✓ Holograms automatically recover from diseases and chronic conditions
✓ If a bug or mod conflict removes the hologram hediff from a holographic pawn, it is re-added automatically
✓ Radically increased fuel efficiency of antimatter engine and reactor
✓ Orbital trade beacons are no longer required in space - all items on the map are tradeable
✓ Non-player shuttles can no longer be drafted or controlled
✓ When a shuttle in building mode is added to the player's caravan, it no longer spawns as the wrong faction
✓ Newly launched ships no longer pick impassable tiles for their virtual location
✓ If a bug or mod conflict destroys a ship's roof without destroying the underlying hull tile, the roof regenerates. I justify this by mumbling something about advanced mechanites.
✓ Reduced cost of hull plating by 2 steel
✓ If Ideology is installed, airlock/bridge/satellite hacking speed is based on the pawn's HackingSpeed stat
✓ Vanilla shuttles will now land on shuttle bays if they're unoccupied
✓ Shuttles now look for free squares of their own size rather than demanding an entire unoccupied bay
✓ Shuttle bays now come in 7x7 size in order to accomodate the Superheavy Dropship
✓ Animals cannot traverse airlocks unless they are held open
✓ Archotech airlocks display archotech hull tile beneath them
✓ Holograms that have run wild can now be tamed without food
✓ Sara Spacer now caps total research threat points - no more ridiculously outsized raids when you have a dozen cosmetic mods!
✓ Holograms will pretend to drink or use approved drugs during social interaction, but will not actually consume the items
✓ Fixed an issue with sensors becoming useless after abandoning an observed map
✓ Fixed a harmless error thrown by illegal characters

Update: Aug 14, 2021 @ 4:24pm

[Auto-generated text]: Update on 8/14/2021 6:23:40 PM.

Update: Aug 14, 2021 @ 3:47pm

-Added "Sara Spacer" storyteller! Rather than using colony wealth, Sara sends raids based on the colony's level of technological sophistication, calculated from research projects completed and number of high-tech structures built.
-New "Afterlife Vault" scenario lets you start out with a pool of six holographic pawns - but only enough initial power to run one or two at a time.
-Added "Matter Optimization" research which allows your spore to gradually convert normal hull into archotech hull in an ever-widening radius
-Added "Ship Mayday" event where ground colonies can caravan to a nearby crash site and retrieve materials, goods, and even survivors from a downed ship - assuming they can put out the fires quickly enough
-Added SoS2 splash screen!
-Fixed compatibility with Humanoid Alien Races. Holograms constructed from aliens will still appear without add-on parts (for now) but this fix at least allows the mods to be used together.
-Fixed the latest holodeck glitches
-Fixed an issue where ship computer cores refused to scan
-Charlon Whitestone now properly clears his landing area
-Archolife animals are trainable as intended
-Probably fixed an issue with animal pen markers in space
-Fixed all archotech pillars being named Alpha
-Fixed landing/orbiting a ship resetting room temperatures
-Optimized engine trail damage calculation