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Installing mods on RimWorld: …\RimWorld\Mods

Save Our Ship 2  

Upload: 22 Jun 2023, 12:57
Created by: Kentington [X]
Uploaded by: Aqxaro
Save Our Ship 2

This mod serves as a comprehensive overhaul of spaceflight. Build an orbital fortress, explore the wreckage of ancient ships, battle pirates - or become one - and travel back and forth between distant RimWorlds! Discover the secrets of evolving your ship's AI into a true archotech, and rule the Rim!

In vanilla RimWorld, the ship's only purpose is to serve as an expensive win condition. SoS2 aims to make it a relevant gameplay element from mid-late game onwards. Once you've built a basic ship and launched it into orbit, it plays a number of roles: as a (relatively) safe place to store a small amount of loot/colonists, a resource sink as you expand it into a full-fledged space station, and - most importantly - a launch point for orbital quests and ship battles, and a quick way to reach any spot on the planet.

For more details, especially regarding the mechanics of ship combat, check out our wiki.

The requirements for launch are much simpler in SoS2 than in vanilla. A basic ship needs only a bridge, sensors, a shuttle bay, and chemfuel engines to be launched into orbit. Once there, you can expand it to your heart's content.

SoS2 handles planet-hopping differently than its predecessor. Rather than needing to start a new game, once you've built a Johnson-Tanaka drive you'll be able to jump between worlds at the touch of a button. The entire previous world is compressed and stored, allowing you to revisit planets at your leisure. When departing a world, you can transfer ownership of your colony to an allied faction, and if you decide to return it may have become a thriving settlement of that faction. Perhaps their descendants will even feel grateful enough to give you gifts.

It is possible to change scenario parts when traveling to a new world, although some may be irrelevant. Scenarios are saved alongside worlds, so when you grow tired of living on a planet where every corpse explodes, you can pack up and leave, secure in the knowledge that it will be just as explodey when you decide to return.

Once in orbit, you will encounter other ships - some may want to trade, some will refuse to communicate, and some will attack outright. Will you use your torpedoes and railguns only in self-defense, or will you mercilessly crack trade ships' hulls for the valuables they contain?

Perhaps you feel bold enough to track down the source of those psychic signals that have afflicted your colonists since their arrival. With the help of your ship's AI core, you can locate and hack into an archotech's orbital amplifier and steal the secrets of evolving an AI into an archotech...

Requires HugsLib

Pick Up And Haul

Pick Up And Haul

22 Jun 2023
0
903
0

This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory! You gotta see it to believe it.

[GMT] Trading Spot

[GMT] Trading Spot

23 Jun 2023
0
711
0

This is an update to [KV] Trading Spot so that it works with 1.4. This version of the mod will work with previous versions of the game too as the files for prior versions were untouched.

Device Standby

Device Standby

21 Jun 2023
0
452
0

Devices will standby while not used, with configurable power consumption.

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