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RimWorld => Releases => Mods => Outdated => Topic started by: Kentington on September 20, 2017, 07:15:01 PM

Title: [A17] Save Our Ship (v1.01)
Post by: Kentington on September 20, 2017, 07:15:01 PM
Update v1.01: Fixed an issue preventing some players from constructing buildings inside a ship's hull.

(http://i.imgur.com/boBVXSh.png)

With this mod, any ship you launch is saved to a file. You can then start a new game using this ship to continue your colonists' stories on another world! Research, player faction data, and pawn relationships are all carried over.

SOS also includes new ship parts which allow constructing a proper interior. Any building or item placed atop a hull tile is saved with the ship - letting the colonists bring their favorite art, their workshop, and all the supplies the next colony might need. Cryptosleep caskets can be built inside a fully sealed hull at reduced cost.

Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0).

(http://i.imgur.com/yQKI2Kg.jpg)

(http://i.imgur.com/ANFVr7P.png)

====Technical Details and Known Issues====

"Loose" pawns aboard a ship won't be saved with it (they'd die during the interstellar journey). Put your colonists/animals in cryptosleep caskets.

Hull tiles can only be placed in a room fully bordered by ship parts. Placing a wall, nutrient paste dispenser, or any other building which counts as a solid wall will prevent placement of hull tiles in that area. Hull tiles automatically create roofs for themselves, which may cause compatibility issues with roofing mods.

Starting a game with a landed ship prevents new pawns from being created at game start. Colonists can still join later, of course. Ship starts are also incompatible with "start with," "start with animal," and "start near" scenario components.

There are many ways in which a third-party mod could store world data. If it's not saved inside a vanilla data structure (specifically the pawns themselves, a building on the ship, a faction def, researchManager, taleManager, or playLog), it won't come with the ship, which could cause issues with those mods.

Many NPC pawns from the old world will be missing when the ship lands, which will produce warnings if developer mode is enabled. The game cleans these up automatically.

[attachment deleted by admin: too old]
Title: Re: [A17] Save Our Ship
Post by: TOWC on September 20, 2017, 07:21:44 PM
Love you.
Title: Re: [A17] Save Our Ship
Post by: maculator on September 20, 2017, 07:27:19 PM
When I finally make it off that godforsaken planet, I want this mod!
Title: Re: [A17] Save Our Ship
Post by: pickbullmister on September 20, 2017, 10:30:23 PM
oh man, this opens up a lot of possibilities!
/me goes playing with it for next few hours

thanks dude!
Title: Re: [A17] Save Our Ship
Post by: SpaceDorf on September 21, 2017, 12:17:48 AM
Beautiful and useful.
Title: Re: [A17] Save Our Ship
Post by: ZE on September 21, 2017, 12:53:32 AM
definitely a must try, hoping vanilla goes this direction in the future

would be amazing if they adapted space too but thats a story for another time
Title: Re: [A17] Save Our Ship
Post by: YokoZar on September 21, 2017, 12:57:16 AM
Do animals put into cryptosleep caskets work properly?
Title: Re: [A17] Save Our Ship
Post by: Nameless on September 21, 2017, 02:43:33 PM
I love you.
Title: Re: [A17] Save Our Ship
Post by: YokoZar on September 21, 2017, 06:12:51 PM
Quote from: YokoZar on September 21, 2017, 12:57:16 AM
Do animals put into cryptosleep caskets work properly?
Nevermind the description implies they do.  This looks amazing :)
Title: Re: [A17] Save Our Ship
Post by: Ceanox on September 21, 2017, 06:28:09 PM
Does this wokr with sd_spaceship, like as in does it save the constructions that are added with the mod, if so this would be amazing.
Title: Re: [A17] Save Our Ship
Post by: Kentington on September 21, 2017, 10:35:52 PM
YokoZar: Yes, animals in cryptosleep will be saved.

Ceanox: Yup! Any building with the shipPart property set will be counted as part of the ship and saved.
Title: Re: [A17] Save Our Ship
Post by: Canute on September 22, 2017, 03:27:14 AM
Or don't let the game end after you launch your spaceship.
You can mine asteroids, get raided by other spacecrafts, and need ofcouse spacesuits/EVA.
Title: Re: [A17] Save Our Ship
Post by: VeeCee on September 22, 2017, 12:20:21 PM
Okay, I'm officially stumped. I can make a room out of ship beams, modules, and airlocks (and nothing else). Pawns automatically build the roofs. I can build hull plating in the rooms. What I can't do, is actually build or install anything on the hull plating. If I try, I can place the object, but my builders won't work on it, and if I select a builder and right click on the object, nothing happens. I've started a new game with only hugslib, prepare carefully, editable backstories, and this mod and it still happens.

Am I missing something? Is it just me?

Edit: And, after much trial and error, I was able to launch a ship with stuff in it (build ship room, install buildings, THEN install hull plating under buildings). After I test launched a ship, I can now build on hull plating.
Title: Re: [A17] Save Our Ship
Post by: Kentington on September 24, 2017, 12:42:48 AM
Canute: I had actually played around with that concept (creating a dummy "world," mostly empty but with a small number of hexes to represent various land-able space stations and asteroids) but ultimately it was outside the scope of this mod. Might continue that and release it separately.

EDIT: VeeCee, just uploaded a fix for the issue.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: VeeCee on September 24, 2017, 08:38:07 PM
Yep, that fixed the issues I was having, much obliged. Now to launch my ship (well, mini-base, really) for real, and try it in a new scenario.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Nameless on September 30, 2017, 12:03:45 AM
So apparently, if you do not use the same mod to start a game that your ship is saved with then you will not be able to save in the new game at all.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Nameless on October 01, 2017, 11:37:00 PM
Also can you make Ship Roof removable?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Absurdides on October 03, 2017, 10:47:00 PM
Loving the mod, but it might be nice for a bit of added challenge if the power core were depleted and had to rebuilt/refuelled at every landing. That way there is a bit of purpose to your new colony. :)

In any case, keep up the good work. Great mod!
Title: Re: [A17] Save Our Ship (v1.01)
Post by: caesius on October 04, 2017, 04:33:03 AM
one thing i dont like is that other marblous tiles cant be saved.

it would be nice to change mechanism like that saving every things inside of spaceship wall, even if it is not on the spaceship tile.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: SpaceDorf on October 04, 2017, 04:52:36 AM
Quote from: caesius on October 04, 2017, 04:33:03 AM
one thing i dont like is that other marblous tiles cant be saved.

This would be great. The Emperor demands lavishly decorated Spaceships.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: tonsrd on October 05, 2017, 06:13:17 AM
mod conflict with "Map Re-Roll"

map re-roll + sos ship = doubles colnists
I landed my ship and then ree-rolled the map and I had one "set" of colnists in cyropods sleeping and a 2nd set drop pod in next to the ship...

can anyone else confirm this ?
-ship needs fuel as soon as it lands it can fly again or land 10x times in a row
Title: Re: [A17] Save Our Ship (v1.01)
Post by: rioninnimo on October 06, 2017, 03:20:19 PM
 Great ! I gonna make drug producing-selling ship-base and hop from world to world selling dru-u-ugzz. And i will call it ..
"SS DEPENDENCE" !
  Dependence , get it , get it ? No ? 

  Ok , ok , i see myself out.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Djohaal on October 07, 2017, 03:16:14 PM
In my games the ship spawns correctly in the map (even using map reroll) but I start with zero colonists and nobody gets off the cryptocaskets. I had to devmode in a colonist, open them and delete it. And still the thawed pawns were visitors, not colonists, so I also had to use devmode to recruit them. I assume this might be some conflict with another mod. Otherwise an excellent mod, I loved it!
Title: Re: [A17] Save Our Ship (v1.01)
Post by: tonsrd on October 07, 2017, 04:54:04 PM
-another bug ( I saw a player on twitch )

he launched hes ship without hes colonists being in cryosleep caskets and when he loaded new map hes colonists were all members of a differnet faction and he had no colonists ( he had 60+ mods tho ) no clue how he did it or how to re-produce.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Djohaal on October 08, 2017, 07:47:35 PM
Also I noticed an important leftover on saves - history data from things that happened on the other save gets carried over (sculptures and such) but the pawns they refer to get lost. I understand that's required for carrying over artwork, but that leads to save file inflation, perhaps it'd be possible an  option to cleanse that data and replace artworks with random stuff?
Also for starship cannibalizing it seems the game won't remove the spaceship roofs when you remove the floor. should add a checkpoint for that. So far can be worked around via dev mode.

EDIT: Found some compatibility issues with the star wars force mod. Two internal timers (ticks until pawn can force meditate, and ticks until pawn can gain force XP) seem to overflow into some max value and freeze. Fixable via editing save files.

I have a heavily modded build, as long as I manage to properly identify issues I'll report.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Wendigo on October 14, 2017, 05:29:45 PM
Quote from: Nameless on September 30, 2017, 12:03:45 AM
So apparently, if you do not use the same mod to start a game that your ship is saved with then you will not be able to save in the new game at all.
Reporting the same issue, I shuffled some mods around with the ship launch, and now my game tells me the save couldn't be loaded properly, with no devlog errors that I could see.  Also, while there was a 'wake sleeper' button when I made the ship on the original map, on the new map there's only the standard 'open' button, which requires a pawn to do so.

That said, I really love the concept of this mod, and I hope you keep working on it. 

EDIT: I loaded it again in devmode, and this is what I got.  Good luck!
https://gist.github.com/caa8b30258db460107174a6fb6d6a7cf
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Waterkey on October 16, 2017, 02:00:07 PM
How about prisoners? Are they saved too?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: teag2 on October 16, 2017, 06:55:34 PM
I had the same problem as Djohaal. I bet it's an incompatibility with Psychology.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Jeimss on October 17, 2017, 05:07:15 PM
Quote from: Absurdides on October 03, 2017, 10:47:00 PM
Loving the mod, but it might be nice for a bit of added challenge if the power core were depleted and had to rebuilt/refuelled at every landing. That way there is a bit of purpose to your new colony. :)

In any case, keep up the good work. Great mod!

Yes same here. I find the idea great. Actually I usually take screenshot of my pawns just before going in the ship. Then after, I recreate them in EdB Prepare Carefully.

But with this mod, it is just too easy. The ship should be destroyed or depleted. I think it would some challenge to the 2nd game.

Is it something that you plan to add?

Thanks again for the idea.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: SpaceDorf on October 18, 2017, 02:35:23 AM
Combine it with Crashlanding  (https://ludeon.com/forums/index.php?topic=8967.0) and check how many of your beloved pawns you can save  ;D
Title: Re: [A17] Save Our Ship (v1.01)
Post by: BetaSpectre on October 19, 2017, 11:24:29 AM
I had a broken pawn on my ship wandering around when I launched, he survived the trip to a new save xD, btw anyway to delete ships? Half of my ships were corrupted flue to using storage pallets
Title: Re: [A17] Save Our Ship (v1.01)
Post by: DestroyX on October 19, 2017, 01:33:31 PM
Heya, love your mod already, but i found a rather annoying issue

For some reason, whatever i do, instead of getting animal corpses to the butchering stockpile, my pawns just put them all into the internal cryptosleep cascets, and since i cant even forbid them i'm really at a loss what to to about this... any ideas?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: pinguin42 on November 01, 2017, 12:34:40 PM
So when you start a new game with the ship, do you get to choose where on the tile it lands? Our does it just drop down near the center? What if there's a mountain there?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: N23 on November 04, 2017, 05:48:04 AM
First of all, great idea!
I wonder, the building prices are high for the frames ect, after all its a spaceship.
But do you have to use ship structual beams for the interior? Same with the door lock for indoor use?
Or can you use steel/wood ect? Because i want to make a base-ship, and depending or the cost only the highneeded or if you can cut the cost, a bigger ship. Thnx anyway
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Sniper Pilot on November 24, 2017, 05:22:36 PM
I'm attempting to make a mod that allows you to start with a ship already built for RP purposes (ie exhibition sent for X reason scenario), does anyone know how this mod is able to accomplish that? Maybe I'm asking in the wrong area. Just brainstorming.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Spaykers on December 28, 2017, 01:13:21 PM
it is working on 0.18 ?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: YokoZar on December 28, 2017, 10:51:18 PM
Quote from: Spaykers on December 28, 2017, 01:13:21 PM
it is working on 0.18 ?
Kentington has said on Reddit that the mod will be ported sometime in January
Title: Re: [A17] Save Our Ship (v1.01)
Post by: SzQ on February 09, 2018, 02:10:30 PM
Don't wont be rude or implement any pressure but did he said which year?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Ubiquitus on March 08, 2018, 09:49:43 PM
I hope whatever the hold up happens to be isn't too serious. Actively looking forward to the update.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Vlad0mi3r on March 08, 2018, 10:01:01 PM
I hope it is going to work alongside refactored ship parts.

Just because the stretching applied to the new parts looks absolutely terrible.
Title: Re: [A17] Save Our Ship
Post by: Ruisuki on March 09, 2018, 02:45:58 AM
Quote from: Kentington on September 24, 2017, 12:42:48 AM
Canute: I had actually played around with that concept (creating a dummy "world," mostly empty but with a small number of hexes to represent various land-able space stations and asteroids) but ultimately it was outside the scope of this mod. Might continue that and release it separately.

EDIT: VeeCee, just uploaded a fix for the issue.
lol yes id love to see an expansion of rimworld but in space. Spaceworld. Basically I'd love post game to become FTL. That or transitioning into something like Dubwise's MarsX mod afterward lol. If you ever get started on it again man you'll be a hero. If I ever decide to leave the Rim I'll do with this.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: TastyCookies on March 22, 2018, 04:57:24 PM
I love the concept of this mod and hoping that it will be updated to B18.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: DiamondBorne on March 31, 2018, 03:07:55 AM
I hereby declared this mod THE storytelling essential mod. I also urge the creator: please update this ASAP.  :'(
Title: Re: [A17] Save Our Ship (v1.01)
Post by: TolSatha on April 07, 2018, 12:37:25 PM
I can't play without this mod and it seems OP abandoned it, so I've decided to update it myself.

[B18] Save Our Ship: https://www.dropbox.com/s/kpdkc48vy7o5ebj/SOSb18.7z?dl=0 (https://www.dropbox.com/s/kpdkc48vy7o5ebj/SOSb18.7z?dl=0)

I'll remove this when / if the author does an official update, or if they ask me to.

Some minor bugs I've noticed while testing:
All these bugs existed in the original A17 version of the mod, so there's not much I can do about them.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Jetpack_Maniac on April 07, 2018, 09:57:43 PM
Thank you for taking the time to do this.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: DiamondBorne on April 08, 2018, 03:54:38 AM
I'd gladly sacrifice 1000 children in the name of our prophet Tolsatha. and 1000 more to awaken Lord Kentington from the depth of Rl'yeh.  :-*
Title: Re: [A17] Save Our Ship (v1.01)
Post by: TastyCookies on April 09, 2018, 03:59:56 PM
Thank you so much for the update, people on Steam are aware now :)
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Nameless on April 09, 2018, 09:15:12 PM
I can finally play again.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Scottvrakis on April 11, 2018, 02:22:40 AM
So does this mod theoretically allow me to remove mods I've used in a previous save as long as their assets don't appear on the ship or it's pawns themselves? I was hoping on carrying over my pawns and restart but with a new set of mods, some used previously and some not.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: TastyCookies on May 17, 2018, 01:29:42 PM
TolSatha

Do I have your permission to upload this on Steam? I will of course label it as Temp and a statement saying that it can be taken down without notice?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: TolSatha on May 27, 2018, 05:15:00 PM
Quote from: TastyCookies on May 17, 2018, 01:29:42 PM
TolSatha

Do I have your permission to upload this on Steam? I will of course label it as Temp and a statement saying that it can be taken down without notice?

Yes, of course. Sorry for the delayed response, I'm not as active here as I used to be.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: kubolek01 on June 05, 2018, 03:49:36 PM
Will it work with the present version of the game? I'm not sure if it will, and gonna avoid crashes.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: pablo603 on July 06, 2018, 07:52:43 AM
Is it going to be updated to the unstable 1.0?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: polios3 on August 31, 2018, 01:32:36 AM
Any one Can update this mod for B19?
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Ruisuki on October 18, 2018, 05:19:09 AM
Wondering what y'all set as your stories/scenarios for landing on other planets guys. Trying to think of giving my characters a reason to go for a separate planet. Cant justify it with continued crashlandings lol. Maybe the ship malfunctioned and someone ended up dead on arrival on the second planet...an all ice one would be a good scenario
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Kentington on October 02, 2019, 01:26:28 AM
Having been out of the modding community for quite some time, I was pleasantly surprised to see that Save Our Ship had attracted so much interest during my absence. I tried to get in touch with pipakin, the developer who picked up my torch, but as per Twitter pipakin seems to have unfortunately passed away.

I've whipped up an improved version of SoS with fewer bugs and significantly more content - including orbital bases, salvage missions to orbital sites, and returning to previously-visited planets. It's just about ready for beta testing, but it does lack one key feature which lies outside my zone of talent: graphics.

If you're an artist with the time and inclination to collaborate, please drop me a line! There's quite a bit of work to be done: EVA suits, shuttlecraft, new buildings, and a handful of creatures.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Hjkma on October 02, 2019, 02:21:43 PM
Hi, Kentington, are you aware of SoS: The Next Generation? https://discord.gg/9Xa4FKf
This is a continuation of the pipakin fork.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Kentington on October 02, 2019, 04:08:15 PM
I am, and - not to sound overly harsh - it seems like a lot of talk and very little actual progress. While I appreciate the fan attempt at continuation, the real thing is nearly complete, pending artwork.
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Hjkma on October 02, 2019, 04:21:26 PM
Well, there is an artist on this server and he saw your post and seems ready to help your project :)
Title: Re: [A17] Save Our Ship (v1.01)
Post by: Kentington on October 02, 2019, 05:25:03 PM
If you're talking about yourself, excellent! Let's take this to messages.  :)