RimWorld

RimWorld

Save Our Ship 2
Showing 1-10 of 69 entries
< 1  2  3  4  5  6  7 >
Update: 20 Jun @ 4:54pm

Added license; added contributors list to About.xml; removed source files to save size

Update: 9 Jun @ 2:52pm

Removed VF patches now that they've been merged
Fixed manually building roofs in space - areas will still no longer auto-roof
Spinal weapons are no longer restricted to firing in the direction a ship is moving
Translating the name of the psychic amplifier ship no longer breaks the archotech questline
Fixed moving ships between maps of different sizes
Royalty shuttles can properly land on shuttle bays again (without requiring separate beacons)
Trying to land a ship on hidden power conduits no longer destroys the ship or crashes the game
Scanning for sites now occasionally finds derelict ships, but not active ones
Allowed AI cores to be minified and moved
Archite repair gel now has mass (silly archotechs, always playing with the laws of physics!)
Turrets no longer prevent claiming a defeated ship, if all enemies are defeated
Tiny wrecks (<5 buildings) on the map no longer prevent movement in ship combat. Please don't make me regret this by building a defensive cloud of hull tiles.
Fixed bug where anomalies on containment platforms sometimes counted as kidnapping
Cryptosleep cocoon gene no longer malnourishes characters without a Food need. It also reduces the current Food level so pawns will eat upon awakening.
Warned new players that withdrawing a ship from combat requires unpausing the game
In an edge case where the planet has a specific temperature, going to space no longer results in season notification spam
Fixed typo in shuttle liftoff
Corrected description of nuclear engine

Thanks to Boris:
(Temporarily) added translation key to vehicle fuel cost
Hostile space mechs now only use combat-capable mechs, and exclude Biotech bosses
Removing wrecked airlocks removes the roof too
Ship vents no longer divide by zero if no life support is present

Update: 2 Jun @ 8:06am

Enemy shuttles no longer land in player shuttle bays (spacer culture considers this rude). They will also not accidentally crash through roofs anymore, which is much more rude.
Fixed shuttle lasers being unable to damage buildings larger than 1x1
Enemy ships will now properly attack the graveyard map after the player retreats
Formgels whose ideology favors injuries (scars or blindness) will no longer heal those injuries
Renamed mechanite repair to gel to archite repair gel
Archite repair gel can now be applied to a pawn, gradually repairing all worn equipment and weapons
Description of vents expelling air now specifies how much damage it will inflict on each life-support system
Glittertech salvage bays no longer scoop up loose pawns (including shuttles). They will still scoop up corpses for that tasty, tasty nutrient paste.
Corrected descriptions of shuttle dodge chance upgrades
Fixed confusing calculation of ship bounties; now trade ships will only refuse to trade if your bounty is >= 40
Anti-entropic heatsink no longer outputs power unless it actually purges heat
Added missing translation tags
Fixed AI formgels generating as pawns' relatives
Modular farm ship no longer attacks
Megalodon carrier is less fragile, has backup tactical consoles
Added a couple minor loot ships
Ship bridges use chair icon
When launching a ship from a ground map, engines no longer incorrectly apply an offset to the explosions they generate

Update: 27 May @ 12:13pm

Formgels are now capable of using bionics, implants, and artificial organs, and the installation surgery will automatically succeed. However, when a formgel "dies," it leaves behind all of its artificial parts, and they will need to be reinstalled into the new body
Added safety checks to ship indices - the moon base should be fixed, as should rare issues with ship detach
Holodecks now actually require power to use
Holodecks now satisfy Outdoors need

Update: 25 May @ 9:50am

Fixed texture overrides for shuttles, so they don't shrink when facing southish
Added a way for third-party mod authors to control behavior of their Things on ship move: adding the mod extension SaveOurShip2.SoSSpawnOverride to a ThingDef will cause objects to be treated as newly-constructed upon move, rather than as though they'd respawned after load:
<modExtensions>
<li Class = "SaveOurShip2.SoSSpawnOverride"/>
</modExtensions>
Fixed Vehicle Framework's bug related to bringing upgrade resources - will remove the patch when VF is updated
Fixed Vehicle Framework's bug related to refunding stat upgrades - will remove the patch when VF is updated
Switched to an alternate system for preventing roofing in space, which will hopefully have broader compatibility
Moving a ship on the same space map no longer requires fuel, and will no longer inaccurately report missing RCS thrusters
Fixed compatibility with Dubs Bad Hygiene
Fixed plants being deleted upon ship move
If an enemy ship is defeated while its boarding shuttles are en route, they return to the enemy ship map
Better handling for removal of ship caches - preventing cells from incorrectly being marked as belonging to a discarded ship
Delta pillar site has unroofed entrances to prevent shuttle landings from softlocking

Update: 20 May @ 10:10am

Returning a boarding party from the enemy ship no longer attempts to re-board the enemy ship
Fabricors can now scan at science consoles without throwing errors
Fixed issue where purge ports were sometimes taking two clicks to fire
Space maps now ignore the build/ignore roof grid - manual roof *removal* is still possible for cleanup of existing saves

Update: 19 May @ 8:44pm

* Formgels now cure hediffs on respawning - anything that a resurrector mech serum would remove
* Launching the Charlon Whitestone ship completes the quest Ship to the Stars, and makes the map removeable
* Deep drills no longer function in space (as funny as that was)

Update: 17 May @ 10:58pm

[Auto-generated text]: Update on 5/18/2024 12:57:12 AM.

Update: 17 May @ 10:34pm

Fixed salvage bays reporting zero mass.

Update: 17 May @ 3:28pm

Fixed issue with shuttles attempting to board each other during combat (which is exactly as funny as it sounds)