RimWorld

RimWorld

[sd] spaceship
67 Comments
Mlie 26 Mar, 2020 @ 12:25pm 
Made an update for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036342825
Hope this helps anyone!
ambi 8 Mar, 2020 @ 11:15am 
do u plan to update for 1.1?
Thundercraft 31 Dec, 2019 @ 11:03pm 
Can anyone tell me if the ship engines in this mod are "functional" in that they count towards the ship actually having engines and allowing it to take off? Or are they only decorative and players will still be forced to also build at least one vanilla ship engine? (Ship engines in [1.0] look completely different from previous versions, btw...)
Jdalt40 22 Mar, 2019 @ 1:56am 
Hey sulusdacor, pretty sure you still have core abstract bases redefined in this mod, you can find them in:
\Defs\ThingDefs\sd_spaceship_ThingDefs_a_bases.xml

Sorry! Was checking as you did say in the description that you were overriding vanilla objects, when it reality you're just patching them (probably a bit leftover from when you weren't patching in the description ;P)
sleepingpiranha 22 Feb, 2019 @ 7:08pm 
does this work with save our ship?
Natalo77 9 Feb, 2019 @ 6:14am 
Any Hard incompatibilities?
sulusdacor  [author] 12 Nov, 2018 @ 10:36am 
small fix for sos: together mine produced some red errors, with not properly saving the id's. this should be fine now. otherwise it should work, meaning the parts get saved to the new ship.
Aladar 11 Nov, 2018 @ 4:40pm 
Has SoS compatibilty for this mod carried over to the new Save Our Ship Reloaded mod that is out?
"The" SeanMacLeod 24 Oct, 2018 @ 8:05pm 
@Reindeerz777
Why were the castaways on Gilligan's Island always trying to fix the Minnow and get the #377 off the island? If you crashlanded on some rock at the @$$ end of space, wouldn't you at least try to build a spaceship to get yourself the #377 home?
Raaaay 24 Oct, 2018 @ 4:44pm 
why this would be usefull? if you want a bealtifull ship, buy spaceship theory. rimworld is for colony.
sulusdacor  [author] 24 Oct, 2018 @ 2:25pm 
update to 1.0

replaced all textures with old ones
some more sizeadjustments because of that
added construction skill lv5 (like vanilla beam)
sulusdacor  [author] 22 Oct, 2018 @ 1:57pm 
can only tell you, what i wrote in the forums:
"my plan was to update my mods to v1.0, since it seems to be the last rimworld update.

probably will have a bit of time next week to start with that."
Sixcandy 21 Oct, 2018 @ 7:00pm 
Update for this in the works? Please :)
Xyntheil 19 Sep, 2018 @ 4:02am 
any chance for b19/1.0 ?
sulusdacor  [author] 9 Apr, 2018 @ 3:04am 
minor stuff:
- added the 10% flammability evenwithout the refactored ship parts mod
- reactor to 10k power
- dragable beam to 2 dimensions

- some compatibility stuff for SOS mod: beam to dragable, interaction spots
(b18 version of SOS: https://ludeon.com/forums/index.php?topic=35742.msg405387#msg405387)
sulusdacor  [author] 4 Apr, 2018 @ 12:08am 
it is just cosmetic stuff, so no to fly around the map.

(but if u build a vanilla ship and plop them on, they still lift off with it)
Frying_Dutchman 3 Apr, 2018 @ 12:58pm 
Can you use this ship to fly to different parts of the map?
Meowtown 17 Mar, 2018 @ 8:34am 
Can you actually fly around with this? I want to relive my first nerd days playing Starflight :D
sulusdacor  [author] 17 Mar, 2018 @ 5:58am 
last i checked sos mod was not updated for b18
MiamiHurricane 17 Mar, 2018 @ 1:00am 
any confirmation on SOS Save Our Ship compatability?
sulusdacor  [author] 28 Jan, 2018 @ 2:11am 
forgot to update modsync file OO
sulusdacor  [author] 27 Jan, 2018 @ 5:15am 
added modchecker and some compatibiltiy with recaftored shipparts
"The" SeanMacLeod 15 Jan, 2018 @ 7:52pm 
:steamhappy:!
sulusdacor  [author] 15 Jan, 2018 @ 9:13am 
added modsync
sulusdacor  [author] 29 Dec, 2017 @ 3:05am 
the b18 includes a patchfile that scales the vanilla parts down to the previous values (a17). unsure if that causes problems, found the texture simply to blown up and strangely scaled.

have not played SOS mod. so not sure how it works. but i would assume it is not compatible, without any patch/additional work.
Tanya Sapien 15 Dec, 2017 @ 9:04pm 
throwing my hat in, an SOS compatibility patch would be greatly appreciated.
NuclearPotato 29 Nov, 2017 @ 2:12pm 
Consider updating this please?
[FF]Shadow 18 Oct, 2017 @ 8:55am 
Seconding Roskii, is this compatible with SOS?
Roskii Heiral 26 Sep, 2017 @ 4:40pm 
Is this compatible with Save Our Ship?
Kolljak 5 Jul, 2017 @ 5:22am 
Fixed the error by completely reinstalling rimworld and re-adding mod. so yeah it was a general error.
sulusdacor  [author] 5 Jul, 2017 @ 12:57am 
actually there could be a 3rd thing going wrong here and you should trx this first before searchign for a mod conflict^^.

if you "autoupdate" mods over steam, meaning have subscribed and then the mod updates itself through steam. sometimes there are old files left behind. usally unsubscribing to let it delete the mod or delete it yourself on your disk and then resubscribe solves the isse.(/deletes the old files). could be the folder still has the old shipbeam override files somewhere and the patchoperation does not work,since the value was the same as the one that should replace it. havent tried if that causes error,but it comes to my mind as a possible thing.
sulusdacor  [author] 5 Jul, 2017 @ 12:49am 
the patchoperation simply could not be done for that line.this can have two reasons:

1.)patchcode itself has an error (i tested with current alpha and steam version, so should run fine, just make sure to update to the lastest rimworld+mod version. not the case so i would assume 2.)

2.)it means there is another mod messing with the ship beam cost or replacing/removing this object altogether.(or removing the component item?) the patchoperations only replace costs. for that they basiclly assume the object/shipbeam has those fields and the variable that are put in are acceptable. if another mod changes that, they do not find it. you can do some simple checks for that, but as far as i know there is/was no other mod altering the costs, thats why i kinda skiped that. so feel free to let me know which mod that does so i can work around that properply.

(at the end it is no harmful error, just means your ship beams cost more components.)
Kolljak 4 Jul, 2017 @ 2:02pm 
getting a stange error.
[[sd] spaceship] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName = "Ship_Beam"]/costList/Component) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
sulusdacor  [author] 21 Jun, 2017 @ 1:22am 
now updated to 1/5 of the vanilla value
sulusdacor  [author] 20 Jun, 2017 @ 10:57pm 
it should cost 1/5, but i might have forgoten sth there in the files to adjust the cost. thx for letting me know.
Milk 20 Jun, 2017 @ 5:59pm 
why does the 1x5 vanilla ship beam get replaced with a 1x1 with the same cost? with the mod it now costs 5x as much material to make a 1x5 ship beam.
sulusdacor  [author] 10 Jun, 2017 @ 1:24pm 
@request in general: yes+no. in the sense if it fits with the "theme" of the mod + the game. i like it and i'm able to do it then yes. really depends on the thing since some seem simple but are a lot of work or require some good programming skills (which i dont really have^^). plus i already have quite a lot of mods to keep up with.
sulusdacor  [author] 10 Jun, 2017 @ 1:23pm 
@walls+doors: ppls prob wanted to place all kinds of stuff in them. meaning u would need an area in which all stuff gets "taken with the ship". needed some heavy programming i would guess (there were some projects like that in a16, search: rimworld spaceship wip). if only textures etc porb possible, but the mod was generally only intened as a "slap some modules" on the ship to make it look more spaceship like. and overall the lift off + ship is a small part of the rimworld gameplay i feel like walls+doors would kinda shift that to much. idk never really thought about walls+air looks that much.

the other thing there are already pretty good textures for some future/space looking walls in other mods, like the clutter mod from mrofa. so i feel there is not really a need for me making some.

so probably no overall,but yeah not really spend much though there since the main idea was more modules and the wall+door and "zone to take to space"that comes with that, is a bit out of my expertise.
Pacifist Floran 9 Jun, 2017 @ 5:36pm 
Do you take part requests? Hull panels (Ie: rug-like fake floor objects that count as part of the ship), and airlocks (doors that count as part of the ship) so i can put my cryo pods on the inside of a ship without making them tricky to get to.
Omnom 4 Jun, 2017 @ 8:28am 
Thanks sulusdacor
sulusdacor  [author] 4 Jun, 2017 @ 3:05am 
+ added a 3x3 fillpart
sulusdacor  [author] 4 Jun, 2017 @ 12:54am 
updated to a17

- moved vanilla altering stuff to patch files with new patchoperations (ship beam + cryocasket)
no changes other then that

in case of future other spaceship mods + conflicts: the pacthfiles currently have no check, since it is less work. as far as i know no other mod changes the items (ship beam + ship cryocasket) so there should not be any problems currently. if there are i would add some checking for these, but it is currently simply not needed.
"The" SeanMacLeod 3 Jun, 2017 @ 12:29am 
@Every future visitor to this page:
Guys, sulusdacor has a lot of mods to work out. Having people harping about the a17 update on every single damn page is quite likely rather annoying. I subscribe to exactly a dozen of his mods -- might not be all of them, either -- and I can see he's been programming his fingers off trying to get them all updated.
Patience, please!:engi:
Omnom 27 May, 2017 @ 7:59pm 
Please update this to a17 :D
Martin Harris 28 Apr, 2017 @ 8:21am 
@Bearhiderug A cat...
SmokeDragon 14 Feb, 2017 @ 8:53am 
i built a tiny fighter craft with the small jets and cockpit.. but the mod lacks a small power generator.. no matter the cost even double price of the big reactor.. and i can provide textures if need be.. this would be cool if it could happen? http://imageshack.com/a/img922/1727/lail98.png
sulusdacor  [author] 25 Dec, 2016 @ 4:32am 
fixed the german languae files missing (was just one,thought would be more^^)
Bzerka 22 Dec, 2016 @ 11:55pm 
send an email to the rimworld team with your work. I think this could easily implemented into vanilla. nice work =)
sulusdacor  [author] 22 Dec, 2016 @ 11:36am 
updated this mod for new rimworld alpha 16

This will break save games!

If you want to use a previous Rimworld alpha and saves were you used this mod, please check the forum topic for download links and install the older version manually.

changes:
- updates to a16, added mass, adjusted the costs to new vanilla values (resulted in mostly more components sadly)
- some file/folder structure/name changes
- the dragable ship beam now overrides the vanilla ship beam (same costs)
- override for the vanilla cryop casket form the ship menu to make building easier (moved interact spot inside the object and removed the need to place it on a ship beam)

short note on german language files: i know there are some things missing, since i forgot to update these in the past when adding new parts.i will fix that in the future.
sulusdacor  [author] 24 Nov, 2016 @ 1:03am 
for stuff in terms of ressouces and other items not that i know of. for animals you can knock them out and then put in caskets.

@1x2: i usally do parts with a clear idea. since i hadn't had one i felt fitting, i skiped this size. the other thing is that i currently working on my other mods. but updating this one is on my to do list. this includes: addings all parts you need (in terms of the different sizes), maybe giving them some sort of function and making it possible for the vanilla launch code to "find" my parts and only build a ship with them.not sure when i come around to do that, since the spaceship building is a one time thing anyway and makes up for a very short amount of playtime.