Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








Okay LEO devs, this post is to explain why the issue comes from your mod.
It’s about how your mod handles pawn-related jobs that interact with Save Our Ship 2 (SOS2).
In SOS2, shuttles are treated as pawns, because that’s how both the Community Vehicle Framework (CVF) and Vanilla Expanded Vehicles mods work — they classify vehicles (like shuttles) as pawns.
Your mod, however, doesn’t seem to handle SOS2 shuttles correctly. This causes problems with map layer transitions in Save Our Ship 2 (for example, when landing or taking off from orbit).
The issue happens because your mod gets confused when it sees shuttle pawns — since shuttles don’t have normal pawn “jobs” — and it isn’t programmed to ignore or handle these special pawn types.
Basically:
SOS2 shuttles = pawns (for compatibility reasons)
Your mod = expects pawns to have jobs
Result = your mod breaks during map transitions because it doesn’t know what to do with “vehicle pawns”
The specific problem is that when SOS2 shuttles are not stored, not deconstructed, or not placed in hangars, your mod errors out.
It gets stuck because it doesn’t know how to handle SOS2’s multi-block vehicle entities (like shuttles and graveships).
To be clear: this is not a Save Our Ship 2 bug — their developers already did the needed work on their side.
The bug comes from your mod (LEO Orbit mod), which doesn’t account for how Community Vehicle Framework and Vanilla Vehicles Expanded define these shuttle pawns.
So, in short:
The issue is on the LEO mod’s side, not SOS2’s.
Your mod needs additional code to properly handle vehicle-type pawns from CVF and Vanilla Expanded Vehicles during map transitions (like orbital landing or takeoff).
That’s what I’m trying to tell you — that’s why I posted this here.
Regarding the issue you, mashtong54, described, I'm afraid you mistaken, since LAO neither handle any pawn logic or shuttle logic, cause it just using what Odyssey DLC added with orbit logic. So long story short on the other hand SoS2 have custom logic and rewrite of some vanilla system, which highly likely wasn't considering non Odyssey's Orbit layers, causing all of this. I wouldn't blame SoS2 devs for it either tho, cause with released of Odyssey DLC there was only Orbit layer and they did adjusted all logic to it. Thus wide testing and adjustments for universal amount of various planet layers wasn't needed till LAO release, which implemented new planet layers via vanilla planet layer system and unified them under one framework.
I don't know how you got the idea that LAO have issues with Vanilla Vehicles Expanded, when it literally works without an issue (yes, I tested rn).
From the way you described your issues, I have a feeling that you might just have all of this caused by another mod in your modpack that not related to LAO or SoS2. And I know few people who played with both LAO and SoS2 and didn’t experienced such, which may indicate that the root cause is somewhere else. Neither do I see any logs with errors related to your supposed conflict between LAO and SoS2.
Overall, as I was saying before, any adjustment would be needed to be done on SoS2 side to make it more universal regarding custom planet layers, which functionality to create new planet layers was added with Odyssey DLC. If they need some help, explaining how layers work or how LAO work, they can contact me. But no one has done this yet.