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https://steamcommunity.com/sharedfiles/filedetails/?id=2889874629
Hope it helps anyone!
- SOS2-save our ship 2 :C
So unless this is somewhat changed or a patch is developed, SOS2 can really be considered incompatible to it.
You know, if you would ever want to fix the SOS2 compatability, maybe you could think about making a custom version of the 15 day defense event. Would be some work, sure, but there's 2 mods with similar features that might serve as reference material: Genetic Rim (Archotech Project activation) and What The Hack (Sentient AI awakening).
Also, Sarg is a really cool guy, and could probably help you if you asked. Maybe worth a thought?
For whatever reason, the "escaped colonist" also appeared as "in memory of", which makes no sense.
Also, the colony animal never teleported with them as well. Figured I let you know.
SOS2 can be removed the same way most mods can be removed (by getting rid of the stuff it adds then removing the mod), you just have to make sure you remove the space ship 'site' if you've launched it. Once there's nothing on your space ship go to the World map, select the space ship, and abandon it. Save and exit the game, remove SOS2, restart, and you should be able to load your save.
I haven't tried this while running both SOS2 and this mod (which, to the author, looks like it could be lots of fun so I'm grabbing it for later!), so if it doesn't work it's possibly a direct conflict between something the two of them together changes about the save file (I guess).
Really hope someone can develop a patch for this so I don't have to start a new save game just for this.. I can't seem to remove SOS2 halfway.
Yes, feel free to use it.
Also, it's okay to upload a modified mod to Steam. (Only when the code has been modified)
1. The lack of research topics felt very odd. It probably shouldn't be as complicated as the ship itself for balance reasons, but to see my tribals could make a teleporter when the figured out how to do machining was strange.
2. I'm not sure if this is just a bug/mod-conflict on my end, but the 15 day challenge didn't generate any additional raids.
3. The actual build times were really short for what we were making.
4. It would be neat to have some other things you could make with the planetary energy. If nothing else, different planetary energies could be used to make different artifacts.
Select the Teleporter building, press Start Reactor button, and defense the 15days raid.
Wondering if 'planet energy core' should only be craftable at fabrication bench instead.
Is this ending compatible with Save Our Ship 2? No idea how mod compatibility with endings works on Save Our Ship.
Also, great mod! I always thought Rimworld needed more endings. More options just mean more possibilities.
Fixed a bug where biome energy shard could be obtained by deep drilling.
버그 수정되었습니다.
이미 찾아진 광맥은 찾기 전으로 로드하는 수 밖에 없을것 같습니다.
제보 감사합니다. 심각한 버그네요
Thank you CP :)
"other than the planetary teleporter is there anything else that uses the energy"
"@shadowstalker1857
1. Not yet, but a good idea. Thank you."
that made me thinking-
using it to terraform could be cool (make ocean, sand, rock floor, let a mountain grow on the worldmap...), or to spawn resources, or to teleport across the map/teleport entire faction bases somewhere/or just into space, make old people young, duplicate pawns....lots of possibilities
idk if i´d add weapons or armor to this, but what i WOULD love to see would be a seperate weapon/armor mod by you, YAYO(awesome drawing style). maybe as addon to this?
btw i fkin love "yayos combat", it should be integrated as f.