RimWorld

RimWorld

Save Our Ship Simplified
290 Comments
Doggias Aug 8 @ 10:38am 
The description is a little unclear--are you saying I SHOULDN'T use this to save ships for SOS2 in the interim of its 1.6 update? Would the ship files themselves be incompatible with other SOS versions if they aren't ran concurrently?
Gelato Jul 31 @ 10:48pm 
This mod work with https://steamcommunity.com/sharedfiles/filedetails/?id=3531942788
However, the graveship parts are not kept in the new game. Would be nice if someone can make a patch
Cloud Strife Jul 14 @ 12:25pm 
Lastly, if this mod is removed, the error log will continuously output "Scenario part is null" messages. This happens because the game tries to reference the missing Landship scenario part that was used when the game was originally created. If you look at the scenario section in the save file, you’ll notice that one of the scenario parts is set to null.

If you remove just that specific null scenario part from the save file, the error messages will stop.
It’s a bit complex overall, but with some post-editing, transferring the save file to a new game appears to work successfully.

Thank you again for your continued interest and for always being open to feedback — it means a lot! :steamthumbsup:
Cloud Strife Jul 14 @ 12:24pm 
To fix that, I found two solutions:
1.Create and recruit a new pawn (or assign a faction to a mechanoid) to help the system reassign the correct ideology ID.
2.If multiple factions are merged under one ideology, you may need to manually edit the save file and assign unique IDs to each to prevent conflict.
Cloud Strife Jul 14 @ 12:24pm 
For the Biotech DLC, if there's a saved gene layout, it needs to be deleted. The genes themselves aren’t the issue — the problem seems to be that the saved layout file can’t be interpreted correctly in a new game context.

As for the Ideology DLC, this caused the most issues due to how deeply it integrates into various systems. The ideology generated randomly in the new game will always be overridden by the ideology from the saved file. If the saved ideology's ID overlaps with one generated in the new game, conflicts will occur. To resolve this, I had to save and reload the game 2–3 times after importing the ship into the new world. The game then automatically rearranges the ideology data, but there’s a high chance that the player's ideology will be assigned incorrectly.
Cloud Strife Jul 14 @ 12:24pm 
Thank you for your reply!
After analyzing my saved game for over 10 hours, I was finally able to resolve the issue. It turned out to be a very tricky one, and it requires meticulous preparation before importing anything into a new game.

First, you need to clean up the relationship data of pawns who were recruited from outside, excluding any parent-child relationships naturally formed between colonists. If a recruited pawn has a family member who is a faction leader, that relationship must be removed. Otherwise, when loading into a new game, the save file tries to reference a non-existent faction leader, which causes a null error.

Also, any pawn with a Royalty DLC title must have their title removed before being loaded. This is because the game will try to reference a noble title from a removed or missing faction. Furthermore, any psychic abilities acquired by pawns may lead to duplicate psychic IDs, so they should be cleared using a character editor mod.
hop  [author] Jul 14 @ 9:17am 
In my tests i didn't encounter these issues, but I haven't played RimWorld for quite some time, i just create a new save file for testing with minimal data
hop  [author] Jul 14 @ 9:15am 
It would also be great if you could provide me with a save file before launch, preferably with not too many mods.
hop  [author] Jul 14 @ 9:14am 
Thanks for the feedback, can you share error logs, you can use pastebin or whatever. I checked the xenotypes and it was working correctly, i guess I missed something. @Cloud Strife
Cloud Strife Jul 13 @ 7:11pm 
When using the Biotech DLC, I encounter errors related to races. It seems something is wrong with the genes, and the game fails to load the saved xenotype properly.
Cloud Strife Jul 13 @ 7:07pm 
It seems that when loading a previously saved ideology, not only the player's ideology is loaded, but also the entire ideological structure associated with the previous faction. I suspect that when this full ideology is loaded into a new game, errors occur because the original faction that used to follow that ideology no longer exists in the new world.
Cloud Strife Jul 13 @ 6:34pm 
When setting up an ideology, even if I load a previously saved ideology using the "load" function, it seems that the ideology used in the new game overwrites the one from the previous save. As a result, the game cannot find the original ID, causing an error.

Alternatively, even if I start a new game with a completely new ideology (without loading the saved one), the ideology used in previously saved games sometimes gets overwritten by the new one.

Also, when using the Royalty DLC, if I launch the spaceship without renouncing the titles and then start a new game, any colonists who had titles from the previous save cause an error. Since the game fails to load the faction that granted the title, the character info window shows nothing for that colonist.
Cloud Strife Jul 12 @ 10:01pm 
"Yes, that's right. It seems like something is incompatible with the ideology."
hop  [author] Jun 24 @ 12:29pm 
After landing the ship, you save and reload but you still get the same error?
Cloud Strife Jun 24 @ 11:47am 
I am using the Royalty, Ideology, Biotech, and Anomaly DLCs.
After launching the ship, I successfully created a new game and loaded it through scenario editing.
However, I received a warning because the ideologies of different factions were incompatible.
As a result, the ideologies were randomly assigned, and the player’s ideology was replaced with something completely different.
This error keeps appearing every time I load the game.
Toine10000 May 11 @ 6:36am 
Bed assignment bug
Panws no longer sleep in beds automatically
because their assigned bed is on another map

so they collapse from exhaustion.
Toine10000 May 8 @ 8:00am 
Works very well at 1 detail,
Bug for imperial titles that blocks the skill page
hop  [author] Oct 5, 2024 @ 12:19pm 
Some mods really doesnt play well. I would try landing with same mods, then try to change the modlist. No guarantees again, just trying
When I update the mod I will make sure logging cannot be disabled by max log limit
hop  [author] Oct 5, 2024 @ 12:16pm 
Did you disable "save tech&drugs" before or after launching?
Espiovvv Oct 5, 2024 @ 11:10am 
I have the ideology DLC, it did give a pop-up that it saved successfully and I changed mods between games, I wanted to start a NG+ without some laggy mods I used in my playthrough, and I made sure to disable saving tech and drugs, I missed the part where it says "then it MIGHT work", not guaranteeting it :\
hop  [author] Oct 5, 2024 @ 8:57am 
Also do you have the ideology DLC?
hop  [author] Oct 5, 2024 @ 8:56am 
When you launched the ship did you get a popup saying its saved successfully? Did you change any mods between games? Unfortunately max log limit was triggered, and it did not log anything useful to me. Pawn selection is not an issue, mod just discards them
Espiovvv Oct 5, 2024 @ 4:37am 
It's not working for me :(
I packed the cargo using Bill Doors' Ship Cargo Hold, put my pawns in cryosleep, launched the ship, then edited the scenario as instructed on this page and I get the usual random pawn selection, and my pawns & items do not appear in the new game.

Hugslog: https://gist.github.com/HugsLibRecordKeeper/25ea54c2145b47fe109f2e535c367705
hop  [author] Oct 3, 2024 @ 5:46am 
You should not combine this mod with any other version.
Ebonyte Oct 2, 2024 @ 11:20pm 
Just to be clear: This should be run WITHOUT SOS2 or any other rendition of it, right?
Kotobike Sep 14, 2024 @ 3:39am 
amazing
Onkel Wombat Aug 20, 2024 @ 2:22pm 
Thanks a bunch for making this mod. SOS2 seems amazing, but I want a simple, vanilla solution.
hop  [author] Jul 9, 2024 @ 2:44pm 
When I update the mod I make sure that it works OK, but never tried landing a old version. If I remember correctly I had to overhaul quite a bit in 1.5 update
finance Jul 9, 2024 @ 1:43pm 
In case anyone is having the same problem: I tried it again by reverting back to the game version where I had saved the ship and it landed perfectly so the problem seems to have been the new update.

Thanks for the mod, it's really great and I appreciate that it keeps getting updated the new game versions as they come out. Have subscribed for like a couple years but before this I never had the patience to get a colony far enough to actually launch the ship.
finance Jul 7, 2024 @ 2:21pm 
Hi, I used this mod for the first time now but upon starting a new save and following the instructions, the ship doesn't appear. What could be the reason for this? Mods are the same, although the game version is new.
hop  [author] May 10, 2024 @ 11:10am 
If they do not modify the vanilla ship launch / credits screen logic, it will be compatible
hop  [author] May 10, 2024 @ 11:07am 
To a new game, modifies the initial landing. You can use whatever seed
Trapus May 10, 2024 @ 2:04am 
Also is this mod incompatible with other mods like RimNauts 2?
Trapus May 10, 2024 @ 2:00am 
does the ship transport all stuff to another planet map or just a different map of the same seed planet?
hop  [author] May 9, 2024 @ 12:05am 
Not sure I understand what you mean.
It changes it to dirt and creates its own landing zone
Cloud Strife May 8, 2024 @ 6:16pm 
Can't the ship in the game saved in mod change the terrain fixed when it lands in the game called in?
selest19 Apr 23, 2024 @ 3:15pm 
@designationUnknown do you have go explore! enabled?
hop  [author] Apr 20, 2024 @ 2:26am 
What do you mean by ship reactor event? Ship ai core is deleted on landing so you need to find a new one to launch again
DesignationUnknown Apr 18, 2024 @ 9:49pm 
There was a ship reactor event, and the ship when I arrived didn't look like it was functional, or built correctly.
hop  [author] Apr 10, 2024 @ 1:01pm 
Updated to 1.5, we will see if the new DLC breaks anything
hop  [author] Apr 9, 2024 @ 12:55pm 
I am working on it
ferny Apr 4, 2024 @ 4:21pm 
Really hope this gets a 1.5 update, love the idea of this
Kahned Jan 23, 2024 @ 4:35pm 
Hey there, It's bit old but I got same thing with a same ending:
LIST_EMPTY
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
saveourship.ShipCountdown_countdownend:CountdownEnded ()
(wrapper dynamic-method) RimWorld.ShipCountdown:RimWorld.ShipCountdown.CountdownEnded_Patch1 ()
RimWorld.ShipCountdown:ShipCountdownUpdate ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
If you need logs: https://gist.github.com/HugsLibRecordKeeper/2f2053d9e1dc98da051944b851e66ae0


I Guess im not able to save my colonist and start a new life then? It thrown me back in a colony after ending :P
hop  [author] Sep 9, 2023 @ 7:43am 
You get that error when the function that returns ship buildings fail. Do you have a custom modded ship?
hop  [author] Sep 9, 2023 @ 5:25am 
@Acierage Really weird. It got a major error without an error lol.
Acierage Sep 7, 2023 @ 7:21pm 
I've used this mod before and enjoyed it, but it's failed to launch on my latest save. I used the Renegade Lord scenario from Vanilla Factions and escaped the planet with the Royal Ascent quest. The screen fades to white, credits roll, and when I hit ESC, I get this message:

SAVE IS NOT SUCCESSFUL
Save our ship encountered an MAJOR ERROR and the ship file doesnt saved.
Please get in touch with the developer
Errors:
LIST_EMPTY

Any idea what list it's referring to? The landing ship in the Ship to the Stars quest is also missing. I'm wondering if it's the starting scenario.
Bambaryła Jul 4, 2023 @ 6:00am 
if you ever feel like doing anything with it I've found that the ideologies get kinda borked. (randomized to the maximum)

also social log may need truncating cause it can cause the social tab to glitch out (i removed striaght from save)

otherwise 10/10
hop  [author] Jul 4, 2023 @ 2:28am 
yes
Sir Luis Jul 4, 2023 @ 2:19am 
is this 1.4 updated?
Bambaryła Jul 1, 2023 @ 10:24am 
Cargo Bay is compatible i checked and all the contents are taken over to the target map :)