RimWorld

RimWorld

Save Our Ship 2 - Extensions (1.5 Update in Progress, will be a new module!)
532 Comments
1.5?
Matt 16 Jan @ 9:24pm 
quick question, but this mod seems to have a dependency on another mod(alpha ships) that doesn't seem to exist anymore, and also seems to be incompatable with sos 2 base, are these things gonna get fixed in the 1.5 update? I love what ive seen and i think this mod will be awesome in 1.5!:steamthumbsup:
Hannibal 4 Jan @ 6:06am 
Thank you for your work trying to keeping this mod alive. I remember how awesome it was
Armagedon-100 13 Dec, 2024 @ 4:56pm 
oh wow :O so its going to be ready soon? ive been waiting 2 years XD
Stormtail  [author] 12 Dec, 2024 @ 2:16pm 
For the good news most of the custom mechanics I had have been fixed thanks to Zalj <3
So now im just doing the simple xml. Though busy, it shouldnt take that long anymore.
Armagedon-100 8 Dec, 2024 @ 5:30pm 
how is it going ?
Stormtail  [author] 10 Nov, 2024 @ 6:45am 
I've been heckin busy with IRL so progress has been slow. I've also been trying to fix most of the assemblies to no avail. But I'm having some others look into it. Most likely most unnecesary dlls will be removed.
Evilservant6 23 Oct, 2024 @ 1:06pm 
still waiting for the 1.4... but we're on the 1.5 now so... when the 1.6?
Heckerpecker 23 Oct, 2024 @ 12:03pm 
1.4 coming soon we bussin on 1.5
Kriosiss 20 Oct, 2024 @ 8:56am 
prob
leach192207 20 Oct, 2024 @ 12:27am 
this dead?
Armagedon-100 20 Sep, 2024 @ 10:04am 
any news for update ?
Endymion 27 May, 2024 @ 4:42pm 
Thank you for still working on updating the mod. Looking forward to it.
Designed 27 May, 2024 @ 3:59am 
same gotta wreck some ships
wilt_r 19 May, 2024 @ 7:40pm 
can't wait for this to get to 1.5:steamhappy:
Henry of Boobies 17 May, 2024 @ 8:04pm 
would like to announce that there is a stable version that was released on steam today.
Stormtail  [author] 11 Mar, 2024 @ 11:35am 
Thats the idea. It's been a shitty road to update it since basically everything stopped working, custom framework wise, but the new version will just have the ship stuff, no archomatter or armors or weapons etc. thatll be updated later.
Kriosiss 22 Feb, 2024 @ 12:35pm 
will it be compatible with the current version of SOS? that being the "experimental" version
❂Jamie❂ 21 Feb, 2024 @ 8:06am 
Man I've legitimately missed this mod! I love the weird stuff you can do in it. Can't wait for 1.4 update. Thanks for picking it back up!
Endymion 23 Jan, 2024 @ 11:02am 
Thank you very much for working on updating the mod. :steamthumbsup:
elĐeve 19 Jan, 2024 @ 10:35pm 
let's wait
河蟹时代 1 Jan, 2024 @ 8:23am 
非常高兴这个MOD将要复活了,感谢作者。
I am very pleased that this MOD is about to be resurrected. Thank you to the author.
Stormtail  [author] 21 Dec, 2023 @ 12:29pm 
frameworks have been updated to 1.4, now to do all the bugfixing, might pull some content out to make it standalone. Thanks to Mlie <3 the saviour hehe.
MI-28 Havocsader 18 Dec, 2023 @ 6:34pm 
Hell yeah mate, thank you for keeping this mod alive despite it appearing dead
Stormtail  [author] 18 Dec, 2023 @ 5:52pm 
Working on an overhaul of this mod, since the 1.4 sos came out. With some luck I'll have a workable version for ya'll soon.

I'm still looking for a coder to help adjust the framework for both performance and playability.
MI-28 Havocsader 17 Dec, 2020 @ 2:19pm 
Do not load, its corrupted
Inquisition Time! 17 Dec, 2020 @ 11:52am 
So, how long does the meteor apocalypse last? for debugging reasons.
The P.I.S.S 16 Dec, 2020 @ 3:21pm 
The centotech World ender is very very weak and very expensive power and heat wise , the heat it generates when hitting enemies is like ten times lower than the heat it creates in my sistems and the explosion seems to get stuck on certain hull tiles and does not expand so it barely does any damage inside the ships you hit
Yellow 15 Dec, 2020 @ 8:01am 
Also the Nano tech depleter and neutron turrets do nothing against shields it seems. Test with vanilla sos2 shields.
Yellow 15 Dec, 2020 @ 7:58am 
It might be a good idea to tone down the weapons and add in some kind of bridge to fill that power gap. Some weaker tier that vanilla weapons can compete with if massed.

Just saying you can't play the game in space anymore until you built a shit load of archomatter designers is a poor design choice imo.
Yellow 15 Dec, 2020 @ 7:58am 
So there are a few problems with this mod to say the very least.

The progression is completely broken, the stuff is overpowered and it forces players to slowly grow their resources.

Take a look at vanilla Save our ship 2. You start with a small ship with a few weapons and the game matches you up with strong ships around the same power level as you. You salvage the enemy ship (if you live) and use it's salvage to grow your own ship. It made the experience fun and enjoyable.

This does not happen in your mod. It's have our weapons or die. No amount of vanilla SoS2 weapons will destroy even the weakest of the extension's ships. This is a major problem especially considering you can just get one of the extension's ships out of the blue without even putting any research into archo related stuff. Boom, player ship gone and destroyed. all that progress lost and they couldn't do a thing.
The P.I.S.S 14 Dec, 2020 @ 5:25pm 
hey uhm, can you get archotech armors to cover the "framework" bodypart for robots from android tiers? pls (also while at it make it wearable by T5's? in this universe they are incredibly squishy since they cant wear these insane armor valued armors)
Kayrosis 13 Dec, 2020 @ 11:45pm 
Could you please include an option to turn off the Hell on the Rim when you finish all research? Some of my colonies i would like to just sandbox and dont want to keep dealing with the meteor shower that sterilizes my map.
Thoradin 13 Dec, 2020 @ 12:16pm 
the ore spawn either needs to move to space or be vastly reduced
alex10019529 13 Dec, 2020 @ 9:55am 
archonite ore is kind of ridiculous for colony wealth, too easily to find, too large to exhausted, too expensive to keep (one for 100 silver is too much, compare to steel 1.9) maybe make it only appear in space or have a option to disable it? i cant use deep mine in my map because it kind of broke the game balance when 1/3 of ore are archonite ore ><
Sapphira D (Dracovian) 11 Dec, 2020 @ 1:59pm 
the ore is a bit of a problem had to load it onto a caravan and abonded it since it genned in the ideal base spot and i block gives about 60 with a 100 wealth each
Stormtail  [author] 10 Dec, 2020 @ 12:34pm 
Im slowly working on splitting the SoS part from all the Archotech stuff that we made. The ore spawn is normal yeah. Ive moved some of the heatsinks into one big category, added dropdown menus etc, so they arent gone :D
Sapphira D (Dracovian) 10 Dec, 2020 @ 9:56am 
i have a question
is it normal for the archonite ore to spawn on normal map tiles?
about 30% off my map is made of it
Yellow 10 Dec, 2020 @ 1:04am 
What's with the "(Playground Legacy Version)" in the tittle? Something about a split, what's that?
Korvegan 9 Dec, 2020 @ 12:01pm 
i have found a bug, when i try to load the mod:

XML error: Could not register node named "WorldEnderDmg" in mod Storm.SoS2Ex because this name is already used in this mod.
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:Verse.XmlInheritance.TryRegister_Patch1(XmlNode, ModContentPack)
Verse.LoadedModManager:Verse.LoadedModManager.ParseAndProcessXML_Patch2(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
xjoshs1981x 9 Dec, 2020 @ 10:07am 
No I'm not I found them lol I love this mod by the way
xjoshs1981x 9 Dec, 2020 @ 9:58am 
I'm missing a lot of buildable parts after this latest update - shields, heatsinks, reactors, combiners, all gone even if i create a new game and redo the research. Anyone else experiencing this?
Stormtail  [author] 8 Dec, 2020 @ 10:17am 
Meteor event should work yeah with a mid-save.
Hypnoshadow 7 Dec, 2020 @ 12:30am 
wait,now even more ships are doing it,odd
Hypnoshadow 7 Dec, 2020 @ 12:14am 
Could not resolve cross-reference: No Verse.DesignationCategoryDef named ShipDesign found to give to Verse.ThingDef CyberneticDragonHive
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:
Hypnoshadow 7 Dec, 2020 @ 12:14am 
ive been getting these two errors,i was wondering if they were harmless or a problem?

Could not resolve cross-reference: No Verse.DesignationCategoryDef named ShipDesign found to give to Verse.ThingDef WorldEnder
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()

Xx_Ang3l0fD3@th_xX 6 Dec, 2020 @ 7:12am 
will the meteor event work in a mid saved game?
Stormtail  [author] 6 Dec, 2020 @ 3:48am 
It's not supposed to be recognised as one of them benches as it's only for Archo research :)
Thongor 4 Dec, 2020 @ 1:08pm 
Hoi. Not sure if there is a way to fix it, but I noticed that the Archotech Research Bench apparently doesn't get recognized as a Hightech-Bench. Which is kinda annoying. Is there a way to add some sort of flag to it, so it counts as one?
昴宿七 1 Dec, 2020 @ 7:38am 
could not find a type named CompShipHeat还有一大堆类似的报错,很确定就是这个MOD造成的,不打这个MOD能正常开图,一打这个MOD就新建不了地图了