RimWorld

RimWorld

Mini Save Our Ship 2
83 Comments
サムライ(侍) 17 Jul @ 6:06pm 
There are a lot of glitches. For example, my console is flooded with red text about undrawn textures or something. None of the XL's cannons fire, they just consume energy.:rambro:
Ms Mommy Memer  [author] 17 Jul @ 8:12am 
Apparently the electric engines had a "breakdownable" tag, this has been removed.
More bug fixes and detailing to come. Hopefully by the end of next week no red errors.
Ms Mommy Memer  [author] 16 Jul @ 7:13pm 
This mod will be maintained into 1.6
Main SoS2 1.6 indev is in progress and being tested on 1.6 btw
Currently both work fine on 1.6
Meme Jam 16 Jul @ 6:49pm 
Will this be updated to 1.6 when SoS2 is?
Ms Mommy Memer  [author] 15 Jul @ 11:21am 
I'll tinker with dropdown menus or perhaps a new category for some stuff, since this mod is getting larger than I originally imagined. Might put out a simplified version at some point.
Ms Mommy Memer  [author] 15 Jul @ 11:20am 
Also put in 1x1 and 1x2 engines. (Note that all mini engines have less mass, so the thrust-weight ratio is higher due to less weight.)
Ms Mommy Memer  [author] 15 Jul @ 11:19am 
Superlaser update. Advanced (armored) spinals. Space-fence. I got the colors working for the mini spinals but had to make the capacitors 1x2 to do that.
Rafocale 5 Jul @ 11:06am 
Any chance we could get an update that folds a lot of these side grades into drop down menus instead of each of them taking up a full slot on their own? For example putting all the engine varieties under either the chemical thrusters or the jt drive drop down.
Long-comment-san 5 Jul @ 12:54am 
Hey, what about small engines? say tiny nuclear engine says 3000 thrust in description, same with barrel weapons. Is this accurate?
Adonis 24 Jun @ 9:40am 
1.4?
aef8234 8 Apr @ 3:57am 
Is there a way for you to add in-hull anti-entropic heatbanks?
g0jira 4 Apr @ 12:50am 
yeesss, more, this mod is starting to be most perfect mod for sos2!
Dremarian 4 Apr @ 12:13am 
How do we use the modular engines? Do we put them in a line? Next to each other?
If they're in a line, how does refueling work? Is it a linked fuel storage?
Sadly there are no instructions in the description.
Ms Mommy Memer  [author] 3 Apr @ 6:42pm 
rebalanced them a bit
Ms Mommy Memer  [author] 3 Apr @ 3:09pm 
@g0jira eta, right now
g0jira 3 Apr @ 7:40am 
any ETA for big turrets like laser? i have seen heavy laser and small lasers which both are awesome, but still waiting for something like small laser turret capable of shooting 360 degree, but big like 9x9 size
aef8234 2 Apr @ 4:03pm 
I don't know why but ship energy turrets don't spawn with their turrets. Like every other turret is fine and I can see with QoL that it is connected to the building itself.
g0jira 24 Mar @ 2:25am 
hero indeed, thanks a lot! now we will have all sizes and thanks to you we can do amazing combinations with ships! cheers!
roc 23 Mar @ 1:22am 
hero!
Ms Mommy Memer  [author] 22 Mar @ 11:40pm 
I might move some of the new guns like the emp turrets etc to a specific weapons pack in the future, along with bigger turrets like g0jira requested
Ms Mommy Memer  [author] 22 Mar @ 10:01pm 
getting super spinals monday probably, pushing a damage balance patch mainly
Ms Mommy Memer  [author] 22 Mar @ 4:32pm 
emp turrets getting a damage nerf btw
g0jira 22 Mar @ 3:39am 
nice, looking forward to it, just if i can, i would have request to you, to add not only huge spinals, but also turrets if possible like 8x8 size, i can build my hiigaran battlecruiser ;) if not, you mods are still awesome and thanks for you time anyway :) cheers
Ms Mommy Memer  [author] 21 Mar @ 12:58pm 
I will be adding large super spinals next update, coming a few days at most. (Bc having one giant laser saves more space than a bunch of smaller lasers... or something. oh the irony.) As for engines, there is another mod called "spinal engines", although I may make a large electric / chemfuel engine if possible (similar to the large nuclear engine in regular sos2)
g0jira 21 Mar @ 8:29am 
awesome mod! in addition to this i would like to see Huge SOS2 like turrets or engines, big ships looks silly with vanilla size turrets etc. is there a chance for it? of course bigger turret bigger punch bigger cost
Ms Mommy Memer  [author] 20 Mar @ 9:39am 
Thanks for the feedback, I had reduced the number of shots on the underbarrel spinals (6 shots) and heavy guns (3 shots) and thought I'd buff them, including the regular mini spinals. I'll likely nerf the damage a small amount next update.
xannihilusx 19 Mar @ 11:43am 
The mini and under-barrel spinal weapons seem far too powerful - I'm not sure how strong they are but they seem to be roughly the same strength as a regular size spinal weapon despite being 1/5 the size, and on top of that they have a cooldown of around 12 seconds rather than the 40+ second cooldown that a normal spinal weapon would have.
Ms Mommy Memer  [author] 13 Mar @ 12:09pm 
Will do that in the next update, should be soon, trying to balance the new heavy guns a bit.
Dremarian 13 Mar @ 7:38am 
Could you turn off the break-down ability on the engines added by this mod? Specifically the Small Electric ones are breaking down, when none of the vanilla ones did.
Stranger H 11 Mar @ 11:29am 
@MsMommyMemer Issue Resolved, nice work.
Ryanisunique107 10 Mar @ 10:42pm 
Yippe
Ms Mommy Memer  [author] 10 Mar @ 10:41pm 
Updated again. Hope it works now. I changed literally nothing....?
Steam, wtf lol
Ms Mommy Memer  [author] 10 Mar @ 10:02pm 
looking into it, it seems like not all the files transferred due to some steam issue. I'll reupdate in a second
Stranger H 10 Mar @ 9:21pm 
@Ms Mommy Memer
Update Caused Massive performance Drain and no sprites, so im assuming a performance leak somewhere
Ms Mommy Memer  [author] 10 Mar @ 9:05pm 
Updated. Advanced heatsinks. In-floor coolant tanks. Side-mounted big guns (picture X-wing guns.)
zurium 10 Mar @ 4:51am 
hello! just a heads up, not a bug but something performance related if you have... say.. 208 mini salvage bays for some reason something in the "update thing comp update" section goes hay wayre with upwards of 60 MS of response time. log doesnt throw any errors though, cheers!
Numidyum 7 Mar @ 7:15pm 
I cant place new underbarrel spinal guns under normal spinal guns, they also break stuff in front of them
Tal'Raziid 4 Mar @ 9:35pm 
Ooh, fantastic!
Ms Mommy Memer  [author] 4 Mar @ 5:43pm 
You can slap the underbarrel anywhere a normal mini spinal can fit. Under an airlock door, under a heatsink. Even under your bed. They only overlap each other. Applies to all the in-floor items. Be mindful to place them all last though as the conduits might be touchy.
Tal'Raziid 4 Mar @ 5:40pm 
Is the UB Spinal *only* for use as part of regular spinals? Is that just making it double-barreled?
They always take up so much space and i like to be compact so ive rarely used them haha
Ms Mommy Memer  [author] 4 Mar @ 5:32pm 
Pushed an update today. Added electric engines. Added underbarrel spinal guns (which you can put under normal spinal guns.) Added some descriptions. Let me know if there's anything that's missed. I also reworked the "Stuffed Sos2" bits to have the floor be normal again.
zurium 4 Mar @ 3:23pm 
anyone knows if theres an up to date database of the stats for the parts? i dont think they are as shown in game when theste, and i have no idea of the power for the "probe" engine and shield
Nebula 12 Jan @ 5:11am 
I confirm that the mini fission reactor cannot be refueled.
Tal'Raziid 18 Dec, 2024 @ 11:46pm 
My pawns won't refuel mini reactor for some reason, anyone had this issue?
Piggy 13 Nov, 2024 @ 4:37pm 
texture bug, the small spinal laser barrel when facing west (shooting direction) has a model that faces east into the amplifiers
Manic Chips 31 Oct, 2024 @ 9:46am 
Some of the part descriptions were never changed, and don't reflect their actual values. All of the Nuclear Powered Engines read the same stats as the Original, even though they clearly don't have the same stats when tested.
余乐 28 Oct, 2024 @ 10:44am 
The <texPath> field in the XML does not seem to have a corresponding field in the ThingDef type. This usually causes the load to fail.
The <explosionRadius> field has no corresponding field in the VerbProperties type, causing the load to fail. Here are the steps to resolve this issue:
This error message indicates that there are multiple Verse.DesignatorDropdownGroupDefs named Ship_SalvageBays in your mod memer.minisos2, causing the system to skip the definition when loading. Here are the steps to fix this problem:
This error message means that the ThingDef named Bullet_Ground_ACI_Small cannot be found in the SaveOurShip2 module, which causes the system to be unable to resolve the reference. Here are the steps to solve this problem:
余乐 28 Oct, 2024 @ 10:41am 
The <transmitsPower>true</transmitsPower> field in the XML has no corresponding field in the CompProps_ShipHeat type, which may cause the load to fail.
Ms Mommy Memer  [author] 11 Oct, 2024 @ 10:04pm 
Next update I will adjust it accordingly.
robotcat99 11 Oct, 2024 @ 7:50am 
-Technomancer Yeah I noticed that too, fortunately I can read a little XML & deleting the graphics edit from the patch restores the visibility of custom flooring without breaking stuffability. That should probably be pushed in a future update because this is a great mod