Mini Save Our Ship 2

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Authors: Ms Mommy Memer, Eragon001

Last revision: 27 Mar at 16:31 UTC (2)

File size: 44.67 MB

On Steam Workshop

Description:

== Updated March 18, needs new thumbnail images ==
Added bullet CIWS turret, rail rockets, a manned basic-uranium cannon, and the legendary space-fence.

Mini Save Our Ship 2
For Rimworld
v1.5
v1.6

— Default Sos2 patches —

1×1 shield generator minimum size reduced to 5 radius.

Sos2 stuffed compatibility.

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— New Sos2 ship parts —

1×1 laser, plasma, railgun turrets
5×5 laser, plasma, railgun turrets to match the artillery canon.
1×1 torpedo launchers.

1-wide spinals.
3-wide spinals.
11-wide spinals.

1-wide advanced spinals, armored with much more hp.
1-wide underbarrel spinals, able to be placed beneath hull and other spinal barrels.

Heavy ship guns, like spinal guns but functioning independent of capacitors. Also armored.
(Perfect for starship side-mounted guns)

Modular solar panels, able to be placed on ship hull floor and walkable.
Double-sided solar panel hull, for unique bridge gaps or efficient small designs.
Modular double-sided solar panel.

Solar hull, absorbs sunlight and also holds 5Hu / 5 heat units.
(So it also works as a very bad heatsink.)

1×1 heatsink, for better placement on larger ships, or for use on tiny drone ships, lower capacity.
1×1 coolant tank.
1×1 battery / ship capacitor, holds 500w
1×1 pilot, science, and tactical consoles.
1×1 cloaking device.
1×1 salvage bay.
1×1 hullfoam dispenser.
1×1 drone core.
1×1 satellite core (drone core which can go in the ground)
1×1 floor heat vent, for cluttered rooms which have no access to a wall.

1×1 "heatsinkbank" a science experiment of a heatsink and a coolant tank. Perfect for observation satellites.
1×1 In-hull coolant tank, a coolant tank which goes in the floor and beneath structures.

1-wide engines, including chemfuel, nuclear, and electric.
3-wide nuclear engine.

Electric engines, requiring JT-Drive research to be done but they consume no fuel.
Modular engines, able to be placed beneath structures and other engines.

Fusion reactors, much stronger than the standard fission reactor.
Produces 280,000w but requires nearly all the research. No fuel needed.
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Future ideas:
More torpedo turrets.
Adjust images of some projectiles.
Archotech heavy gun.
Adjust thrust-dodge ratios.
Remove conduits from electric engines to reduce battery jank

falseflag error with "Sos2 Stuffed":
Config error in Frame_ShipHullTile: madeFromStuff but has a defined constructEffect (which will always be overridden by stuff’s construct animation).
^ this means the floor is made of material stuff, if you have strong materials the floor will have more HP. the error comes from the floor not being colored along with the change, as doing that would break the floor.

falseflag errors with the modular engines:
-Tried to register the same load ID twice: Thing_HiddenConduit245943, pathRelToParent=/parentThing, parent=Modular_Engine_ElectricNew245782
-PowerNet adding powerComp CompPowerTrader(parent=Modular_Engine_ElectricNew245782 at=(126, 0, 97)) which it already has.
^ modular engines dislike having batteries or conduits in the same tile. It is still fully functional.

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Thank you to Eragon001 for helping with C# scripts on the mini reactor and double-sided solar panels.❤️
Shout-out to Boris from the Sos2 discord server for helping with electric engines.❤️

If you want to throw me a biscuit to keep on top of updates more frequently here’s the place,
https://ko-fi.com/msmommymemer

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Save Our Ship 2Steam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.