RimWorld

RimWorld

87 ratings
Save Our Ship Creation Kit
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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3.629 MB
22 May, 2020 @ 2:06pm
17 May @ 4:17pm
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Save Our Ship Creation Kit

Description
This small toolkit allows modders to export their own ships to the XML format used by Save Our Ship 2. Once placed in your mod's Defs/Misc/EnemyShipDefs folder, exported ships will appear as enemies in SoS2's ship combat feature.

It is NOT intended to be used as part of a normal game. If you're not a modder, leave this one alone.

===How to use===

You'll find a new Ship Design tab within the architect menu. The "New Ship Map" tool spawns an empty space map where you can construct your ship.

Begin/End tools come in both circular and rectangular versions. Place the Begin segment, then the End segment, to define the boundaries of an area of hull. You can also place hull manually, but using the shapes will save considerable space in the XML file. Deleting the shape's "Begin" marker will remove all hull associated with that shape.

Cargo spaces work similarly, using their own begin/end to define where a ship's cargo should be placed.

Do not place pawns directly; they will not be saved. Instead, use one of our spawner "buildings." If you need to use an arbitrary PawnKindDef, use the generic spawner and set the name using its gizmo.

Other than that, any building (vanilla or modded) should be saved, so long as it is either defined as a ship part itself, or placed atop a hull tile. Of course, the user will need to have any mods you use in the ship's construction, so don't forget to add them as dependencies to your mod.

Be aware that your ship always needs a bridge or AI core to serve as its central component. You can change your ship's name at this bridge, which will affect the name it is exported under.

When your ship is finished, save the game in a separate slot, then use the Export Ship tool and click anywhere. The XML file will be saved to an "Exported Ships" folder next to your RimWorld save folder (on Windows, Users/<your name>/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/).

You'll need to make a few manual edits before it's fully ready for use. Set a user-friendly display name for your ship, its estimated combat value (for reference: a small turret is generally worth 10 points, a large 30, and a spinal 50 - but you can set arbitrarily high or low combat values to make a surprisingly easy or difficult encounter), and the value of its randomly-generated cargo (for reference, an average caravan has around 2000 value).
Popular Discussions View All (3)
2
13 Dec, 2022 @ 7:06pm
[BUG] Floor overlay tiles loading off-center
guy762
2
8 Aug, 2020 @ 1:50am
[BUG(?)] issue with loading new ship maps.
Calum Murray
0
25 Oct, 2022 @ 12:20am
[BUG] Can't import ship
Halburten
39 Comments
Fire Pixsel 27 Jun @ 3:40am 
Where should I put it to start scenario with it?
Valachnon 22 Jun @ 5:34am 
Comment part 2 because of character limit:

Version info: Both Rimworld and the mod *should* be on their most recent version. Downloaded the mod yesterday and rimworld updates itself automatically as well, so unless something broke there, I should be using the newest version of rimworld and the mod.
What else is going on: Um... nothing? I don't know if you mean "in rimworld" or "on the pc in general", but either way, the answer is nothing. Just trying to build a ship, nothing else.
Active colonies: I have the three pawns from the crashlanded start on a different map, but they're not doing anything.
Load order: Creation kit is at the bottom of the load order, beneath save our ship 2 and its requirements
Error log when trying to place a tile: Nothing. I think that makes sense. I'm unable to place things on a ship I do not own. I'm pretty sure that's intended. The problem is that the ship isn't claimed, on claimed ships I can place everything.
Valachnon 22 Jun @ 5:33am 
The same thing happened in my game, too. When I clicked "new ship map", nothing happened. It worked when I built a ship with dev mode and sent that to space. Once I was in space, the "new ship map" worked. If you were already in space and it still didn't work, I don't know what's happening in your game.
On a different note: When I use the "new ship map" tool and build a ship there, I am unable to place the anything from the "ship" category on it. The "ship designer" category works, but when I try to place something from "ship", it doesn't work (except for airlocks, for some reason). I can't place turrets, spinal capacitors/amplifiers or the ship computer core/consoles, it says "must be placed on owned ship hull. I can't claim the ship, though, so I have no way of placing these kind of important ship parts.

I don't know how to find all the information you need to make sense of this error, but I'll try. In your previous message, you asked for:
Thain 12 Jun @ 8:35am 
You need to be a lot more specific and provide additional Information. I have used the tool thousands of times fully vanilla. If something is malfunctioning with mod interactions there's no way for me to know.

I need:
Version info
What else is going on?
Active colonies?
Load order
Error log after a map isn't created
That would be useful if it created the new ship map, It doesnt.
Thain 9 Jun @ 7:01pm 
When you create a new ship map (using the new space map tool in the ship design tab, just click anywhere in the render window) you can save ships from there. Not on the ground or a player ship map.
I'm unable to create a new ship map using the supplied tool, I am not getting any errors in the log: https://gist.github.com/HugsLibRecordKeeper/6bb98b8627bdd3d059819692a114e25f , The only thing that shows up is "Ship Editor only works on space maps"
Peryn [Андрій] 9 Jun @ 2:12am 
Where to find cool ship designs?
Any links?
Thain 22 May @ 1:17pm 
Updated for 1.5!

Old ships made with the tool will need to be updated. There is a tool on the Ship Design tab that allows you to rotate ships on import. Enemy ships face Right <-, and Player ships face Left ->.

Once saved and exported the old ships will work just fine.
dgloveruk76 6 Sep, 2023 @ 2:49am 
I have got on really well with this mod, it has been fun creating a ship. I have successfully set it as a starting ship but am not having any luck getting pwns to spawn safely inside the ship.
I tried auto cryptocaskets, the generic pwn spawner, pawn ship crew, which seemed to spawn additional crew rather than rescue the starting pwns from the void of space.
Am I missing something? I am using crew start standing, they momentarily appear in space when the game loads but then bump to the bottom left corner. Thanks