RimWorld

RimWorld

Save Our Ship 2
10,567 Comments
1vincintm Apr 28 @ 6:06pm 
Is there any way to build or remove ship roof? I both can't place some items because of the roof and can't repair ship roof that has been broken.
Raptor Apr 27 @ 5:48am 
To be clear: i get that error when i start the sos2 starts like "Derelict Ship". It also happens both in dev and mormal mode.
Raptor Apr 27 @ 5:46am 
[VEF] Map was null, MapGenerator_GenerateMap_Patch won't properly.

I get this error when i start a game with harmony, hugslib, sos2, vehicle framework and vanilla expanded framework only. Load order does not matter.

Is this known and what is the reason? Any settings which can help?
Anko072 Apr 27 @ 3:22am 
After loading ship into new world save got utterly broken because ton of tick values became negative(diabolus arrival for example and such). Rewriting every value manually in a save file helped(At a first glance at least). Are there any known solutions to deal with this?
Ertyly744 Apr 26 @ 12:04pm 
I have a big issue, maybe because I have a lot of mods or because I want to start with the big spaceship we all know (the one in the background, where your colonists evacuate in the Crashlanded scenario). It's a big ship with little defense, and most of the time, even during the first space fight on the easiest difficulty (except Peaceful), a big enemy ship with a doom laser rushes me and annihilates my ship.
The only solution I found is to kill them using dev mode and hope that the next space fight will be easier — either against multiple small ships (because I can deactivate some via dev mode and keep a few for an actual fight) or against very small ships that eventually run out of battery and die.
Is there any way to rescale the attacks based on firepower instead of wealth?
Janda Apr 26 @ 6:18am 
Thanks guys i got it running with the patch.
TheWageGap Apr 26 @ 1:27am 
Hello! What does the Navy option change in the settings?
Oscar_Faux Apr 24 @ 7:40pm 
Looks like orbital traders works! at least, with the large pads
litekoala Apr 24 @ 6:39pm 
how do i make my intercepting shuttle start shooting at a enemy ship in battle? i sent it out but its not doing anything but following it
Thain  [author] Apr 24 @ 1:38pm 
@Janda -- there's a patch for that! https://docs.google.com/spreadsheets/d/1dQ6ywPVqfu2JPzHz_wNGd09yeBHlaqnO2uCiV7G_kqc/edit?gid=0#gid=0 Check the list when in doubt. I try to keep it up to date with the latest revelations. Remember -- somebody has to tell me if something has changed. If I'm not told I don't know.
M Apr 24 @ 11:06am 
@AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH LOL that name :D and there are sometimes bugs many modders ask for hugslib report lol. Awesome if it's working on 1.5 now though :D
dragonsphotoworks Apr 23 @ 3:52pm 
@Janda i think its because it doesnt follow... location rules? So land based events will happen in space and people die?
Oscar_Faux Apr 23 @ 1:05pm 
@Thain, I'm about to test it with trade ships, if it still works you wanna remove the warning?
Janda Apr 23 @ 5:36am 
It says ingame that this is incompatible with "Vanilla Events Expanded" is there a reason for this and is there perhaps a compatibility patch?
for some reason when ever i send someone to the crash site so i can get the manifold thingy ma jigy they disappear as fast as someones dad going to get milk
Colonel_Doge Apr 22 @ 7:13pm 
invasion fleet
schmitt.timo2009 Apr 21 @ 10:54am 
is there a mod or option to allow my pawns to go outside without eva gear?
Thain  [author] Apr 21 @ 8:25am 
@zyzyhasl -- I haven't got a report from that mod in a long time. Try it. Try to trade with trade ships on ground or in space and see what happens.
Thain  [author] Apr 21 @ 8:22am 
@run_det -- glitter world salvage bay should still be able to capture crew and bodies the old way!
zyzyhasl Apr 20 @ 12:03am 
Are Trader ships compatible now? There is an orbital trading ship coming to my ship, and I can complete the transaction normally by right clicking

Trader ships
https://steamcommunity.com/sharedfiles/filedetails/?id=2046222331
God Apr 19 @ 12:08pm 
Absolutely loving this mod. Imo best mod for rimworld to date. I don't know much about modding but if SOS2 had a soundtrack to match the vibes of space that would be "stellar". Currently listening to the Endless Space 2 soundtrack as I play and it's made this mod 10x better. Kudos.
run_det Apr 18 @ 3:00pm 
thank you so much for the greatest rimworld mod of all time hands down. My humble request: could we get the option to salvage prisoners the old way? Maybe a toggle switch in the mod options for legacy salvaging vs the current way. It suited my play style very well to be able to salvage stuff the old way :) Cheers
cmb-msn Apr 18 @ 10:14am 
It should! :grin:
Thain  [author] Apr 18 @ 9:05am 
SOS2 has a soundtrack?
hestaby316 Apr 18 @ 8:43am 
Does anyone know how to turn off SOS2 soundtrack if you want to play other music? Thanks.
cmb-msn Apr 17 @ 4:32pm 
I've seen this 'blank book' thing a _lot_. And not while playing an SOS mod'd game. I think this is brought in as a bug from (some of) the Vanilla expanded mods.
Thain  [author] Apr 17 @ 3:04pm 
@Aranador -- I can't help without a log file. That's stop specific and very likely unrelated to SOS2.
Aranador Apr 16 @ 11:38pm 
I have a very rare and unusual bug, that so far I have only had occur when using a SoS ship start. Occasionally, among our starting items will be a book. That book will not generate correctly. All will be well, until one day traders turn up and I decide to mouse over my books to see if there is anything I have 'completed' and can sell. Mousing over this book will reveal that it is just 'book' and its quality, no titles or anything else. The games UI will then vanish, and all ability to open a menu or any interaction with the game will become impossible. If anyone else is able to replicate or reproduce this issue, and get any real information about the problem, please report it. Cheers.
Thain  [author] Apr 14 @ 1:50pm 
@Tarphas -- what's an archocraft bench?
Tarphas Apr 14 @ 12:07pm 
Is the entanglement manifold recipe on the archocraft bench not meant to be doable? It has no unfinished product set so the pawns try to do it in a single go.
Thain  [author] Apr 14 @ 4:11am 
@Dynasty_Dragon -- There are ways to smash and grab the AI core other than combat. Gotta get clever. Use distractions and any other tools at your disposal.

There are multiple opportunities to try the location. They come up scanning at the science console.
Thain  [author] Apr 14 @ 4:09am 
@CullingCommando -- without a log there's not telling. Base SOS2 doesn't have that problem.
Dynasty_Dragon Apr 14 @ 1:32am 
Hi. I didn't manage to get to the AI in time as there was way to many enemies. is there any other way to get the Johnson drive now?
CullingCommando Apr 12 @ 7:33pm 
Love the mod so far but I'm experiencing a problem. I have a colony on the planet right, wanted to check out space so I built a small ship; brought it back to my colony for upgrades. After I sent it back to space again, my colonists don't sleep in their beds properly and don't know how to eat food from the nutrient paste machine. They lay on their beds or on the floor. They freeze up in front of the nutrient paste machine and start starving. I deleted the machine and rebuilt it; same deal. Once they got to space, they literally stopped moving; they don't research, move, or anything. Noticed a few of my colonists that can work use the workstation at angles; like diagonally or behind their chair. I am posting this here because I had no problems before the launch. Maybe its a conflicting mod,as I do have a few, but I also didn't have issues before. So IDK.
ahhlewis² Apr 11 @ 7:33am 
@A Kobold if you have a computer core, i think it would be fine
A Kobold Apr 10 @ 9:37pm 
A while ago, an FAQ thing answered something along the lines of "Can I leave a ship unattended without pawn?" and the answer was a simple "Don't."

Is that still the case?
Thain  [author] Apr 10 @ 12:30pm 
That said, mods that make destructive edits to the base game that require patches like that for any other mod that adds armor or weapons -- not best practice. Maintaining compatibility with mods that add destructive edits is endemic upon the modders who made the edits, nobody else.
Thain  [author] Apr 10 @ 12:28pm 
CE was never truly incompatible. The issue was with turrets failing to fire or exploding early, or armor not taking damage. Just required patches. We had a former maintainer who had the attitude, "if it annoys me it's marked incompatible," and it was very difficult to negotiate with that. But he's gone, patches are flowing between mods again, and everything is back to being chill.
Emperor Jeff Apr 9 @ 10:36pm 
@vovocnář CZ strsu PH lakatoč the github should be compatible? i believe
i see CE is no longer incompatible with SOS2 am i tweaking
Blutdrachen Apr 8 @ 6:26pm 
I am perfectly fine with psychic rain in space. Its just the perils of the warp.
Thain  [author] Apr 8 @ 3:21pm 
@DopamineBlox -- THE THUNDER CLAPS FOR HIM, BROTHERS!
DopamineBlox Apr 8 @ 4:30am 
PRAISE BE THE BLUE SMOKE! THE THUNDER HAS ENLIGHTENED ME!
dragonsphotoworks Apr 8 @ 3:36am 
+1 aef8234 suggestions :-)
aef8234 Apr 8 @ 2:38am 
Nice I just saw the thing in your discord. Could I also make two more suggestions?

- iirc you could pick up pawns using salvage bays a while back, could you re-enable that but with only nonhostile pawns? That way, any pawns I leave behind during a fight could be easily picked up

-airlock doors, essentially the same as ship doors, but they're the doors that get auto-forbid during ship battles and takeoff and allowed after those two events.. That way I can choose what doors would get automatically forbid.
Thain  [author] Apr 7 @ 12:23pm 
@Adrianeses -- that sounds less like an LMW issue and more like a bad load order. I can't say how bad because there is no log to judge by, but LMW doesn't cause that paired with SOS2.
Thain  [author] Apr 7 @ 12:22pm 
@aef8234 -- You're in luck! June on the SOS2 Discord is making a mod that does that.
aef8234 Apr 6 @ 4:56pm 
Can you guys make a spinal mount weapon version of artillery cannons, and then a railgun/plasma/laser version of artillery cannons? I would like to make 5x5 giant railguns that are as strong as spinal railguns.
Adrianeses Apr 4 @ 2:17pm 
i found out that the mod crashing the game is LWM deep storage but when i use only sos2 and deep storage nothing goes wrong so theres gotta be a third mod fighting these other 2 on the map generation