RimWorld

RimWorld

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Save Our Ship 2
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
202.054 MB
Nov 9, 2019 @ 10:10pm
Jun 20 @ 4:54pm
69 Change Notes ( view )

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Save Our Ship 2

Description


Save Our Ship 2 is an unofficial expansion for RimWorld. Build a liveable spaceship and continue your colonists' stories in orbit - engaging in ship-to-ship combat with pirates, searching derelicts for treasure, and perhaps even discovering a phenomenal cosmic secret or two! SOS2 includes two custom endings: build the Johnson-Tanaka drive to transport your colonists to a different rimworld for a New Game+ experience, or evolve one of your colonists to machine godhood using the Archotech Spore.

Newly upgraded with tons of new features and stability upgrades for 1.5 and beyond, SOS2.7 is the best version of Save Our Ship yet. SOS2 is being maintained by community volunteers with occasional updates by the original devs!

Non-Steam Link: https://github.com/KentHaeger/SaveOurShip2



- Make sure Harmony is installed from here: https://steamcommunity.com/workshop/filedetails/?id=2009463077
- Make sure the Vehicle Framework is installed from here: https://steamcommunity.com/workshop/filedetails/?id=3014915404
- And Sort your Load Order like so:

Harmony
Core
[Any DLCs]
Vehicle Framework
Save Our Ship 2



Build your own ships, or capture them from the enemy!


To build a ship all you need to do is:
- Build an enclosed hull using Hull Walls.
- Fill that enclosed Hull with Hull Tiles.
- Use Airlocks to access the sealed space.
- You may then fill this space with ship parts, floors, vanilla walls, etc.

Pre-Flight Checklist:
- Build life support. One supports the entire ship.
- Use Ship Vents in place of Coolers and Heaters. They do both.
- Add a Pilot Console and assign a pawn as pilot.
- Build Sensors.
- Attach Engines to the outside of the ship. Beware! They destroy anything behind them!
- Fuel the engines.
- And select the pilot console to check for warnings, and then launch when ready!


After building enough engines, a pilot console or computer core, and basic sensors, your ship can lift off!

If you'd like Vanilla Expanded SOS2 textures shown here, get that addon here: https://steamcommunity.com/sharedfiles/filedetails/?id=2805433179

Heat, Weapons, and Shields


The Heat System in SOS2.7 has been completely overhauled for simplicity and better performance.

Shields, Reactors, and Weapons all generate heat, which is piped via Thermal Conduits to Coolant Tanks that store heat. That stored heat will eventually destroy your Coolant Tanks, so to prevent that, build Heat Sinks, which now have built in radiators on the roof of your ship to radiate heat to space. You can also rapidly purge your Heat System via the Bridge, but this fatigues your system temporarily, lowering heat capacity. You also have Emergency Purge Ports, which blasts heat into space as molten silver.




Ship to the Stars!

Travel to a landed ship with a friendly AI!

To travel to a new world, you must wait while your pawns search at the Science Console and find the original starship bow which brought you to this RimWorld. After finding the remains of that ship, you will discover the Johnson-Tanaka Drive that allows your ship to travel fast enough to escape to the nearest planet on a journey that will last many years.

This is effectively a New Game Plus! Save your ship and load our load ship, too!



As you explore the RimWorld, if your ship's computer core has an AI Persona active, it will detect the mysterious psychic emanations from an ancient archotech mind. Following its signal, you may find a way to trace it back to the source via your bridge.

This is a final End Game quest!



Shuttles, now using the Vehicle Framework, can act as both cargo shuttles and fighters! Upgrade them with weapons, shields, torpedoes, better engines, or sacrifice those things for more personnel seats or cargo space.



How do you select a specific ship or station to start with?

Select Derelict Ship, Station, etc, and go to Scenario Editor, Edit mode, And click on Random. A list of ships will then appear. This is also true when loading your saved ships.



Mod Options

The ability to turn on or off experimental features such as "ship physics" and 'boarding party hard mode," as well as turning on and off the SoS2 Splash Screen are available under Options->Mod Options->Save Our Ship 2.



You may join our discord here: https://discord.gg/GK7nqgu

Keep in mind, our Discord contains multiple projects. Please keep RimWorld & SOS talk in the #Save-Our-Ship channel. Anything posted about RW or SOS in #general will be moved there by a mod.



https://sosv2.fandom.com/wiki/Save_Our_Ship_Wiki

The Community Wiki needs volunteers to help keep it up to date! Please sign up for a Wikia account to login and make changes as needed.



https://steamcommunity.com/sharedfiles/filedetails/?id=2105531392

If you want to make your own ships and share them with the community via the workshop, download the Save Our Ship 2 Creation Kit! It's just like building in game, but it saves your ship as an XML which can be shared.



https://docs.google.com/spreadsheets/d/1dQ6ywPVqfu2JPzHz_wNGd09yeBHlaqnO2uCiV7G_kqc/edit?usp=sharing

Please refer to this sheet to see why a mod is or isn't compatible, the severity of the incompatibility, and any remedies available. It is obviously not comprehensive, as new mods are released every day.

As a rule, mods that push events on any any map without checking for biome, or place objects on maps without checking if the biome supports it, are in conflict, but not hard incompatible.

Mods that break features, such as ship movement or weapons behavior, are hard incompatible.

If you'd like to report a conflict simply leave a message below or on discord.



Developed by Kentington and Thain

Contributors: SonicTHI, Owlchemist, 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

OG 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, Jenden, Insert Witty Joke, Ifailatgaming, Capitão Escarlate, Bunkier, Bumblybear, Bubbadoge, Abraxas, Rage Nova, twsta, transcendant, thecaffiend, Manifold Paradox, WhiteGiverMa, Gago, Nerevarest



SOS2's license is under the Creative Commons CC BY-NC-SA 4.0, ttribution-NonCommercial-ShareAlike 4.0 International.

See here: https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en
And on our git: https://github.com/KentHaeger/SaveOurShip2
Popular Discussions View All (901)
224
16 hours ago
PINNED: Post ALL Bugs and Issues Here! Use the report format.
Thain
5
Sep 23 @ 4:35pm
Ship computer core not appearing?
rainbowwilliam
2
Oct 1 @ 11:17am
Spaceeee Buff/Debuff
Namık
10,136 Comments
Obi-Patates 1 hour ago 
Hey! ran into an issues with SOS2 deleting my HUD after game auto or manual saves


Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object

All help appreciated!
aef8234 1 hour ago 
Hey is there a way for you to prevent dissasembler mechanites from being salvaged alongside any normal salvage whenever a bay retrieves debris? literal dozens of dissasembler mechanite fires keep burning down my bays (and half the ship) whenever I tried to salvage. It's kind of funny, but counter-productive to my need to spam them so I can strip ships faster for steel/plasteel.
Thain  [author] Oct 23 @ 9:33am 
@lightninggnome241 -- Look under the drop downs for engines.

Almost all of the "where is X" are because they're nested the way they are in categories that kinda sorta make sense, once you know why, but it's not really intuitive or sensical. The CPU core being under the bridges is the same way.
lightninggnome241 Oct 23 @ 7:19am 
I was wondering where the rcs thrusters are in the build menu I have everything researched and im in space but I cant place certain things down obviously im missing something but i dont know what it is
Good Old Jim Oct 22 @ 5:43pm 
@Thain good advice but Im like a kid in a candy shop when it comes to mods and I think Im still a bit to new to Rimworld to know what all is out there xD. Mute point for me either way as almost immediately after righting this I got attacked by a wave from Insectoids 2 with a silverfish and I had no idea he could plow through armored walls like a knife through butter and mutilate half my pawns in 2.7 seconds. Womp womp, but its why I love the game.
Thain  [author] Oct 22 @ 5:26pm 
Thankfully we're starting to open a new chapter. Boris has done phenomenal work on the git branch and I highly recommend it, and ask you to give feedback on our discord: https://github.com/Bqr1s/SaveOurShip2/tree/super_unstable

The steam takes many months before it updates, which I wish was faster. But on discord and the git it is frequently changing, almost daily if not weekly.
Thain  [author] Oct 22 @ 5:21pm 
And as for VE and CE, we are compatible with those mods..... on the git branch from Boris, absolutely. There are some issues with the torpedoes and CE I've read about but I don't believe they are fatal.

As for whether those mods marked incompatible were lazy, it was NOT lazy. The last thing I'd call that guy was lazy. But was it insufferable and arrogant and impossible to negotiate with peer to peer? Yes, that was a nightmare.
Thain  [author] Oct 22 @ 5:19pm 
@Good Old Jim -- I never recommend changing a load order during a save, in any way, to add or remove or sort, because it's not a good hygiene practice and courts a corrupted save. It may not corrupt the save every time, but when it does, I refuse to be responsible, so I just don't recommend it.

That said, yes, you CAN add SOS to an ongoing save, BUT, you should set your load order on launch and assume it is permanent.
Good Old Jim Oct 22 @ 4:36pm 
So I've been running a colony for awhile now one a hellscape planet. hot sandy bug infested hellscape. I thought to myself wouldn't it be cool if I could have them make a ship to escape this planet for another more friendly one. LO AND BEHOLD theres a mod for that. But one quick question, can I add it mid save?
jack Oct 22 @ 2:35pm 
@Sol Merchant also sos2 works with CE from what i can tell, I've run them together on one world for about 100 hours and I haven't had any trouble so far