RimWorld

RimWorld

Save Our Ship 2
Danarca Dec 15, 2019 @ 4:14pm
Necessities for first launch?
So I *think* I'm done with my first ship...

I have a shuttle bay in it's own room, and in the other room I have:
*3 batteries
*Short-range sensor
*Ship Bridge
*Comm Console
*Entertainment
*Stove & 750 berries in a fridge
*5 cryptosleep caskets, 1 of which are auto-ejecting
*Dining table with chairs
*Life Support Machine
*Beds
*4 x Eva Suits and Helmets
*Chemfuel Power Generator
*Infinite ChemReactor
*Ship Radiator

I also have 4 solar generators, and enough materials to build a brand new base.

What am I missing? Am I overthinking it? Can someone who's gotten further than me explain what to bring into space?

Thanks!
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Showing 1-11 of 11 comments
Dark Luminary Dec 16, 2019 @ 2:28am 
For starters i dont see any engines in that list
Kontaro Dec 16, 2019 @ 2:28am 
that's enough to launch to orbit with...expand from there, using the shuttlebay to drop off materials...the chemfuel power generator won't do a ton, tho it will help, might wanna replace it and the 3 batteries with a capcitor from the current ship, make sure you got some ship solar panels in place of walls as well...oh, and the biggest thing yer missing

a heater or 4..space is cold, and with no vents that can be placed instead/on walls, yer gonna need a heater per room at least, more of it's bigger/has an airlock touching space..don't forget a radiator for yer freezer
Kontaro Dec 16, 2019 @ 2:30am 
basicly, the first picture in the screenshots for SoS2? that's a decent idea on what to launch to space with, tossing up via shuttle stuff you need, eventually turn yer ship into a full sized base, only having a groundside base to supply you with materials(mostly steel, that is hardest to find in space)
^5Cirno-09 Dec 16, 2019 @ 2:31am 
I'd recommend you use the Capacitor Array (One for the jump, one for general use) instead of regular batteries. Add in a Ship AI, pretty useful as it will scan for orbital quest sites automatically (you'll need it also when you want to jump to other planets).
A growing area would be nice also with hydroponics. You won't be able to jump to other planets until you find a JohnTanaka Drive so your ship will be sitting up in orbit for a while. They'd be good source of chemfuel also if the InfiChemReactor don't make enough for you.
I'd also recommend having at least two shuttle bays. You can use SRTS ships if you want and can land them on shuttle bays but you'd need an unroofed area to launch them from your ship.
Also turrets. Your ship won't get raided unless you go to one of the orbital sites but future updates might (or will) change this (ship to ship combat is one of the things the author is planning on adding to the mod).
There's also an issue with faction pawns on new worlds so you might wanna not jump to a different planet until it gets fixed.
Danarca Dec 16, 2019 @ 3:02am 
Originally posted by Fighter5810:
For starters i dont see any engines in that list

Oh, sorry, I got 2 engines :)

Originally posted by Kontaro:
that's enough to launch to orbit with...expand from there, using the shuttlebay to drop off materials...the chemfuel power generator won't do a ton, tho it will help, might wanna replace it and the 3 batteries with a capcitor from the current ship, make sure you got some ship solar panels in place of walls as well...oh, and the biggest thing yer missing

a heater or 4..space is cold, and with no vents that can be placed instead/on walls, yer gonna need a heater per room at least, more of it's bigger/has an airlock touching space..don't forget a radiator for yer freezer

Ah, the mod page made it sound like the opposite was a problem!
I'll make a Capacitator Array in the first room I build then, I've used up all my space for now :p

Originally posted by Kontaro:
basicly, the first picture in the screenshots for SoS2? that's a decent idea on what to launch to space with, tossing up via shuttle stuff you need, eventually turn yer ship into a full sized base, only having a groundside base to supply you with materials(mostly steel, that is hardest to find in space)

I was squinting at the first picture, but with all the stuff lying on the ground it wasn't very informative :(

Originally posted by ^5Cirno-09:
I'd recommend you use the Capacitor Array (One for the jump, one for general use) instead of regular batteries. Add in a Ship AI, pretty useful as it will scan for orbital quest sites automatically (you'll need it also when you want to jump to other planets).
A growing area would be nice also with hydroponics. You won't be able to jump to other planets until you find a JohnTanaka Drive so your ship will be sitting up in orbit for a while. They'd be good source of chemfuel also if the InfiChemReactor don't make enough for you.
I'd also recommend having at least two shuttle bays. You can use SRTS ships if you want and can land them on shuttle bays but you'd need an unroofed area to launch them from your ship.
Also turrets. Your ship won't get raided unless you go to one of the orbital sites but future updates might (or will) change this (ship to ship combat is one of the things the author is planning on adding to the mod).
There's also an issue with faction pawns on new worlds so you might wanna not jump to a different planet until it gets fixed.

Hmm... I'll try to have some internal defenses, and maybe some cannons if resources permit, then. Just for future endeavours.
And yeah, I was gonna make hydroponics my first room, but I'm moving it down the list :)

Thanks all for the help! I feel confident in going to space now!
Rhunin Dec 23, 2019 @ 9:42pm 
You've probably figured it all out by now but Storage mods and Over-Wall coolers/vents (for the vents mostly) are a godsend in SOS2, I personally haven't gotten the SRTS ships to work (too short of range) but I've only tried the tiny fighter ones that can't even fly to an asteroid field that the shuttles could.
Kontaro Dec 24, 2019 @ 2:46pm 
how did you get the over the wall stuff to work? it always tries to replace the walls for me
^5Cirno-09 Dec 24, 2019 @ 5:56pm 
For temperature, I used the mod air climate control and it works quite nice.
Rhunin Dec 24, 2019 @ 9:20pm 
It likely has to do with your modlist, personally I think I have SOS2 at the bottom of my order and are you making sure that you're trying to do the over-wall vents and not the vents that are a wall still? There is an option to allow them both
mrfredman Jan 14, 2020 @ 7:59am 
I'm not sure if this is a bug or if I'm missing something, but I have all of the basic elements of my ship assembled, but when I look at the launch report, it says "Ship has 0 units of chemfuel, but it needs 676.

I've put 1000 units of chemfuel in a stockpile zone on the ship. Is there something else I need to do with them?
mrfredman Jan 14, 2020 @ 8:20am 
Nevermind. My stockpile zone wasn't next to the engine. Problem solved.
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