@@RiddleAnim The ship batteries might, but I get a zzzzzt message saying the event was blocked by the capacitor array, even when on land. Maybe the short happened on a separate circuit or it was unroofed.
A tip for those tired of their enemies flying away, you can fill transport pods with torpedoes and park them behind enemy ship engines, the fire won't effect the pods, but it will set off the torpedoes, said torpedoes will kill the pods though.
I'm finally getting around to really playing with this mod. I _think_ it's a 'Go Explore!' event where you can detect a ship powering on, but there was a weird interaction with SOS2 where the entire ship already belonged to me when I arrived to attack. Needless to say it was pretty awkward when all of their turrets just... betrayed them... Acquired a bigger ship that's much more receptive to expansion than the starter ship so can't complain.
When I last played with Go Explore and SoS2 a year or two ago, I never had this problem. The only problem was that, in my greed to get the massive amounts of resources on that map, and especially in that ship, I used the dev console to take apart the floor which I couldn't deconstruct normally (it was probably something in the ship tab), and ship them back with God-mode Transport Pod MK2's (which I loaded instantly). This cheat combo has been so overused, that I ruined my enjoyment of save game after save game. I'm trying to wean myself off of it by FORCING MYSELF to leave anything behind that can't be carried by my people or animals on caravans. Until I can get some SRTS ships researched, of course.
@@mirceazaharia2094 Yeah I remember that ship doing weird stuff with floors in general. I kept finding carpets and other flooring types under walls and the ship floor after taking off. There was one random patch of dirt that came with it. I think it had something to do with how the ship spawned overlapping a vanilla base or something. IIRC, you use 'remove floor' not deconstruct. Or maybe it was the remove roof zone? Either way it kept annoying me because floors could be damaged but not repaired, so I'd have to remove them (depressurizing the room in the process) and replace.
Woah, very nice to see your game evolving man, it's been a while for my Rimworld since I came across Valheim and coming back to see what's new here I can tell the difference, same style even better, keep it up
Not really a good tactic. Firstly, because plasma weapons and missiles are pretty good at smashing Hull block. So the moment you meet a Spinal plasma weapon - aka a series of plasma hits directed into one spot, this "random floating wall" is toast. Also the mod has a mechanic that tells if a group of blocks is separated, and does not have access to bridge, it is gesignated a wreck graphic and removed from the map. So the moment your defense ring is cut in two both parts will just fall off since neither has a bridge. If you really want the superior defence - make a doughnut shaped ship with shields covering the perimeter and not the middle (you need at least 4 shield units and carefully manage their effect radii). Then you use the middle gap to fill it with radiators and voala - you have a ship that can vent heat and run the shields at the same time.
I found the "talking" animation on the pawn a bit annoying/to much. I felt he was like a restless bunny waiting for jump somewhere. Otherwise, great video
Oh my GOD, WHAT?! I was literally thinking this could've been possibly the best game ever made if this was an option. Man... All hail this mod creator. Unbelievably cool.im at beginning of video so I'll just go ahead & ask, can you land on other planets & leave again? You've already answered my 2 other questions. Wow. Neato
@@lachlanflannery4751 Nonono, you see, it's my own masochistic tendencies that prevent me from doing this. I have nearly 600 hours in the game but I must start on Naked Brutality, Randy Random, 150%+ difficulty, Random Location, Random Planet (With realistic planets mod), No tech start (Although tech advancing mod is installed), Commitment mode, Combat extended, and about 200 other mods that do not make the game easy. I still find it fun, and I hope to dominate the planet from these starting conditions some day.
@@zubinzuro nice Setup! But IT would bei sufficient to Install the Mod, before you start researching spaceship stuff. Afaik it wont do anything before that, except for beeing a huge Mod in your modlist. I think without commitment Mode it could be sind easier. Have fun! 😉
You do a lot of mod reviews and such. But have you considered making or reviewing a modpack? Theres so many cool mods showcased in your videos, but many of them might conflict. Its just an idea
Great video, but I do have to correct some mistakes. - 4:10 those are cannons, not torpedoes, close range weapon that uses uranium instead of power to shoot and barely generates any heat - Point-defence weapons dont shoot down railgun shots - Having a capacitor array or any of the SOS2 capacitors installed in your conduit network removes Zzzt... event.
Noobert: You could of course fire up your engines and run. My ship: Retreats to maximum range. Enemy: Haha are you scared? Me: *sends boarding shuttles* No. I just dont want your big fucking laser to shoot at me.
Well... This video has the largest amount of fact errors of any I have seen. First of all - in the initial showing of weapon systems, you show cannon turrets (added if you have CE enabled along with SOS2) and call them Missles. Then you tell that main problem with running shields is energy, while in reality shields are capped by heat. Basically shields convert incoming damage into heat and try to dump it into your ship heatsinks, and if there is not enough heat capacity, the shield will break down, and the only way to bring it back up is to repair it with a component. Also you didn't mention that shields don't allow your ship to vent heat into the outside space via radiators while they are up, so event if you have means to quickly dissipate heat, but little capacity to store hit, you are not really combat-capable. Then you talk about point defence systems as if they are their own thing. This is wrong. Point defences are small lasers (and cannons if you have CE) set up to a different attack mode where they will not attack enemy ship, but try to shood down missiles. Yes. You heard it right - point defences only stop missiles. They do not stop railgun slugs. The archotech mechanic also could've been described in much more details, but I found it fascinating to discover it on my own, so maybe telling more would be spoiler territory. But the way you describe Archotech as anien technology is... just wrong! Archtech is not an aliel. Archtech is a post-singularity AI. Still not clear? Let me describe it some more details. Imagine you have a task of building an artificial sentience. To use it you have different tools. Like you can use your own human brain to do the task, or you could make an AI to do the task. However in most cases you will have a somewhat lacking result of the new artificial sentience that is lesser to the sentience that have created it. A human created AI will be inferior to the human, and AI created AI will be inferior to its parent. But then as a spark of genius someone manages to figure out a process that allows the child AI to be just a little bit superior to the parent. Event the tiny percentage better. This means that now you can task an AI with creating a better AI. Then task this better AI with creating even better AI and repeat this process to infinity. Or mabe not infinity, but somewhere way beyond what a human can dream of being capable of. And this ever evolving AI surpassing human capabilities is an Archotech. A fully mature Archotech that you can see in Rimworld is an entyty with enough attention capacity to envelope the whole planet in a web of nanites, gradually rebuilding the interior of the planets itself into an ever more complex machinery required to run itself. And if it is a benevolent Archotech, it will allow its human progenitors to live thir lives on its surface, using a tiny fraction of it's power to fullfill the wildest dreams a human can have. In game the chance of this spark that pushes AI beyond singularity is not modelled, and the only way for you do get your AI core to become capable of evolving is to hack into an archotech relay station, so you can get a glimpse of the process that allows AI to improve itself. Phew... Enough about the Archotech. Back to the erorrs in this video. It does mention that in order to start planet hopping, you need a critical component, but that is not a capacitor array. The critical components is called the Entanglement Manifold and it can not be manufactured. It can only be salvaged from an ancient stardrive. Capacitor arrays are also a vital part of the ship, but mostly in relation to combat capabilities. You need stored energy to fire your weapons, and capacitor arrays will help with thet. And on the contrary to what was mentioned in the video capacitor arrays are IMMUNE to shortcuts. So if you have them researched, I highly recommend building them in your ground base as well for all your power storage needs. Not only they hold much more energy per tile, but they will also prevent other batteries from discharging in case you get a Zzzzzzt event. Also you probably could mention what happens if you lose a ship battle and the use of autoeject cryptosleep pods. And the tragedy of not having autoeject Crittersleep pods....
Maybe you should play this mod, I have so many ideas of what you could do relating to playstyles with different mods, and add-ons, such as playing as odst (orbital drops hip shock troopers), doing xcom style anomaly playthroughs, and many more!
Last time I played this mod, I had it with android tiers. It used to glitch out when my androids went into the vacuum of space without EVA gear. Is this issue still present?
Is it just me and my mods setup or is there cheese for venting heat into space? Wall in your heatsinks then install a ship airlock facing the vacuum and toggle hold open door. The heat seems to vent but no air escapes per the airlock description. This allows you to cool the heatsink quickly without dropping shields. Anybody else notice this? I avoid it sense it's against the spirit of the mod and balance but can't help it when my pawns vent the heat when they pass through the door. Handy for keeping the cloaking device active indefinitely though.
Yes, I'm unsure (I think not?), and yes. In fact the details on getting the Archotech AI requires you to board an enemy (psychic Mechanoid run) ship and hack it to get the upgrade path for your AI. You can use shuttles to enter the enemy ship "map" and blast your way into their ship (they will have turrets). I don't think the AI tries this exactly. And derelict stuff does exist. Possibly not empty. (some Insectoids were initially created to fight Mechanoids, and can live in space, or so I hear). ** Earlier version had "raiders" wander toward your ship; which was not good for tribals w/o EVA suits trying to float to your ship. I hope this was fixed, they were trying to fix it.
@@gekkobear2 i was playing with it last week and the ship i was fighting sent most of its pawns to raid my ship using personal shuttles, they landed on the edge of the map and started shooting at my ship.... and than I accidentally turned my engines on without thinking and turned my immortal pawn into space dust :(
@@Spearhead401 Thank you for that. I haven't done much in the way of space battling; and those I'd seen didn't have enemy raiders shuttling over at you. It is good to know that is a possibility.
Just downloaded the mod and while i have never actually done the ship ending as ive done the archotech nexus only Im gonna try this out. My main gola is faster map transportstion and total dominance over the whole of the planet. Need a mod as tonwere i can setup puppet factions that are friendly to me that i can gift but still kinda have some sorta control over like possibly recive taxes etc. This way im not controling a bizillion colonies and my pc dieing.
Am still playing 1.3 Got a question... If I have a spaceship, in orbit around a planet, and the planet has the planet killer scenario, what will happen?
In space, no one can hear you scream That being said, can I buy 100 units of industrial medicine? I uh... Got harvest all mod, and legs sell for alot of money
can you start without research bonuses? i like the idea of starting crashlanded after escaping from a ship down to the rimworld but dont like starting with advantage
the question its when you travel other planet the mod rerrol all faction and ideologis?, i want robot and giants factions in my world and this looks like the only way.
I see this video is between 1&2 yrs old, is that how old the mod is? Or it's been out awhile? I couldn't believe it when I found out this game's been out for almost 10 years...this is EXACTLY the type of game I LOVE & I only just found it as it came out for console (Xbox). I haven't had a good enough computer to game on for many years. Literally the last game I spent more than several hours on was Diablo 2 back in like '01. I spent MONTHS of irl time in that game, & I'm not even a gaming/computer dork!! I had a really normal outgoing childhood (who gives a F but I'm just trying to qualify just how sweet the game was, imo), but yeah, no good gaming PC for me....guess I shoulda been a computer dork....
Howdy, ive been having issues and was curious if you knew what to do. I am currently trying to build my first ship and I have some of the stuff built including the ship cryptosleep caskets but for some reasons it doesnt detect them. Is this a common bug or is this just for me?
@Noobert ok then yes it is all whole. I also completely rebuilt the ship with a larger layout but it Stull says that some things are missing even though they are evidently not. My computer core also says that different things are different than the control panel
How do you guys have enough chemfuel to power your ship? I can barely get myself into orbit and I have virtually no ways of producing it. Any help please? :)
I heard this mod messes up your pathfinding to the point that you can’t play without wanting to slam your head into a wall. So while I really love the concept I don’t think I‘ll play with this mod until the problem is fixed... 😅
Biomes Islands (and I think Biomes Core) messes with pathing in a way that conflicts with SOS (or it did). Letting things move in deep water for Biomes causes issues with moving in space I suspect? But I'm unsure which can be fixed, or how (or if it already has).
oh ok good what happen if i press return to visited planet then im playin rimworld like rn idk what happen if i pressed it putting all my colony to pod is an pain i even bring the prisoners lol
how tf do you make the EVA suits !!! honestly this mod id pissing me off since NOTHING is explained, and theres no wikis or anything to use to understand any of this ... its just trial and error.
as the great Tealord once said: In space nobody can hear you violate the Geneva convention
Geneva suggestion**
Rules are made to be broken
Good ol' spiffy.
9:35 Capacitor arrays disable short circuits, so there is zero risk.
Only out in space. Firsthand experience; On the ground,they *WILL* short and explode.
@@RiddleAnim The ship batteries might, but I get a zzzzzt message saying the event was blocked by the capacitor array, even when on land. Maybe the short happened on a separate circuit or it was unroofed.
A tip for those tired of their enemies flying away, you can fill transport pods with torpedoes and park them behind enemy ship engines, the fire won't effect the pods, but it will set off the torpedoes, said torpedoes will kill the pods though.
🧠 GIGA BRAIN IDEA 🧠
nice one, thanks
The personal pod is pretty cheap anyway
In space, no one can hear the screams from the meat grinder.
can't hear it if they're already dead
Late game vanilla rimworld: go from nothing to kings and queens.
SOS2: go from kings and Queens to GODS
I'm finally getting around to really playing with this mod. I _think_ it's a 'Go Explore!' event where you can detect a ship powering on, but there was a weird interaction with SOS2 where the entire ship already belonged to me when I arrived to attack. Needless to say it was pretty awkward when all of their turrets just... betrayed them... Acquired a bigger ship that's much more receptive to expansion than the starter ship so can't complain.
When I last played with Go Explore and SoS2 a year or two ago, I never had this problem. The only problem was that, in my greed to get the massive amounts of resources on that map, and especially in that ship, I used the dev console to take apart the floor which I couldn't deconstruct normally (it was probably something in the ship tab), and ship them back with God-mode Transport Pod MK2's (which I loaded instantly).
This cheat combo has been so overused, that I ruined my enjoyment of save game after save game. I'm trying to wean myself off of it by FORCING MYSELF to leave anything behind that can't be carried by my people or animals on caravans.
Until I can get some SRTS ships researched, of course.
@@mirceazaharia2094 Yeah I remember that ship doing weird stuff with floors in general. I kept finding carpets and other flooring types under walls and the ship floor after taking off. There was one random patch of dirt that came with it. I think it had something to do with how the ship spawned overlapping a vanilla base or something.
IIRC, you use 'remove floor' not deconstruct. Or maybe it was the remove roof zone? Either way it kept annoying me because floors could be damaged but not repaired, so I'd have to remove them (depressurizing the room in the process) and replace.
Woah, very nice to see your game evolving man, it's been a while for my Rimworld since I came across Valheim and coming back to see what's new here I can tell the difference, same style even better, keep it up
Hey, thanks!
I call this mod "Warcrimes Space DLC; Starsector/FTL Lite"
Im still gonna use mr streamer wall tatic in space combat becuase some how a random wall in the edge of the map can block enemy weapons
Not really a good tactic.
Firstly, because plasma weapons and missiles are pretty good at smashing Hull block. So the moment you meet a Spinal plasma weapon - aka a series of plasma hits directed into one spot, this "random floating wall" is toast.
Also the mod has a mechanic that tells if a group of blocks is separated, and does not have access to bridge, it is gesignated a wreck graphic and removed from the map. So the moment your defense ring is cut in two both parts will just fall off since neither has a bridge.
If you really want the superior defence - make a doughnut shaped ship with shields covering the perimeter and not the middle (you need at least 4 shield units and carefully manage their effect radii). Then you use the middle gap to fill it with radiators and voala - you have a ship that can vent heat and run the shields at the same time.
I found the "talking" animation on the pawn a bit annoying/to much. I felt he was like a restless bunny waiting for jump somewhere. Otherwise, great video
Right with you
Humour my friend.
Just slaughtering them?! Not taking them onboard and harvesting them to death?! Noobert, you are going soft!
Love the production quality!
While I dont like the combat in this mod, I love the ability to make a space station for quests and transport!
I love this mod I will love to see you try it on a let's play I recommend the abandoned colony.
wonder if the moder for Save Our Ship is apart of the Space Haven game??? they did say the game was inspired by Rimworld
Oh my GOD, WHAT?! I was literally thinking this could've been possibly the best game ever made if this was an option. Man... All hail this mod creator. Unbelievably cool.im at beginning of video so I'll just go ahead & ask, can you land on other planets & leave again? You've already answered my 2 other questions. Wow. Neato
I love your videos man. They are very high quality and has tons of animations.
Man wish I could use this mod, I tried it with my modset but in space, my colonists refuse to eat, and get
stuck while trying to pick stuff up
Mine too, I think it's stockpile zone bug tho but I'm not sure.
Why I think of that? When I used shelf, it's working just fine.
I have noticed those types of issues when not using EVA suits, so make sure all of your colonist have EVA gear on
This could be caused by the Biomes! Islands mod. Try disabling that and see if it fixes it
I can't imagine playing without this mod... except I never get to the space stage.
:)
:(
Lol protowogen never reached space stage u can just select the scenario where u are on a ship
@@lachlanflannery4751
Nonono, you see, it's my own masochistic tendencies that prevent me from doing this. I have nearly 600 hours in the game but I must start on Naked Brutality, Randy Random, 150%+ difficulty, Random Location, Random Planet (With realistic planets mod), No tech start (Although tech advancing mod is installed), Commitment mode, Combat extended, and about 200 other mods that do not make the game easy.
I still find it fun, and I hope to dominate the planet from these starting conditions some day.
@@zubinzuro nice Setup! But IT would bei sufficient to Install the Mod, before you start researching spaceship stuff. Afaik it wont do anything before that, except for beeing a huge Mod in your modlist.
I think without commitment Mode it could be sind easier. Have fun! 😉
Lol i just started the derelect ship start of this mod snd my colinists all walked inro the rooms that had holds in and suficated to death
It was done on auto as they wanted to build roofs over the dsmages sections
I spy with my eye a Battletech easter-egg in the video
quality is amazing! going to try this mod NOW
you haven't yet? man you're missing out
congratulations at now you have spanish suscribers. Good video Noobert this help me much.
Sigue asi, eres muy divertido compañero, saludos desde Gran canaria
This Guide os exactly what I needed in my life
Noobert:talking about creating multiple saves in one game
My computer:Kaboom?
You do a lot of mod reviews and such. But have you considered making or reviewing a modpack? Theres so many cool mods showcased in your videos, but many of them might conflict. Its just an idea
It's worth doing yeah
Great video, but I do have to correct some mistakes.
- 4:10 those are cannons, not torpedoes, close range weapon that uses uranium instead of power to shoot and barely generates any heat
- Point-defence weapons dont shoot down railgun shots
- Having a capacitor array or any of the SOS2 capacitors installed in your conduit network removes Zzzt... event.
oops
Noobert: You could of course fire up your engines and run. My ship: Retreats to maximum range. Enemy: Haha are you scared? Me: *sends boarding shuttles* No. I just dont want your big fucking laser to shoot at me.
I’m drunk af but like wtf there is a mod for this?!?? I’m going on my pc RIGHT BOW TO GET THIS, this is exactly what I thought tha game needed
Yes! Yesss! YEEESSSS! Love SOS 2
When the Fox Universe expanded, the more we worship the fox *THE BETTER-*
Cryopods? Someone set my timer for the year 3000, I want to meet Bender!
I don't know if I'm the only one, but I really feel like Save Our Ship should be in vanilla or at least DLC.
good.
Youre awesome thanks for this
Its a pity it still isnt updated for 1.4
not yet there working on it tho
If I build a ship computer core in save our ship v2 do I still need a ship command bridge?
Spacy animations sir! Awesome info as well 🤯
Well... This video has the largest amount of fact errors of any I have seen.
First of all - in the initial showing of weapon systems, you show cannon turrets (added if you have CE enabled along with SOS2) and call them Missles.
Then you tell that main problem with running shields is energy, while in reality shields are capped by heat. Basically shields convert incoming damage into heat and try to dump it into your ship heatsinks, and if there is not enough heat capacity, the shield will break down, and the only way to bring it back up is to repair it with a component. Also you didn't mention that shields don't allow your ship to vent heat into the outside space via radiators while they are up, so event if you have means to quickly dissipate heat, but little capacity to store hit, you are not really combat-capable.
Then you talk about point defence systems as if they are their own thing. This is wrong. Point defences are small lasers (and cannons if you have CE) set up to a different attack mode where they will not attack enemy ship, but try to shood down missiles. Yes. You heard it right - point defences only stop missiles. They do not stop railgun slugs.
The archotech mechanic also could've been described in much more details, but I found it fascinating to discover it on my own, so maybe telling more would be spoiler territory. But the way you describe Archotech as anien technology is... just wrong! Archtech is not an aliel. Archtech is a post-singularity AI. Still not clear? Let me describe it some more details. Imagine you have a task of building an artificial sentience. To use it you have different tools. Like you can use your own human brain to do the task, or you could make an AI to do the task. However in most cases you will have a somewhat lacking result of the new artificial sentience that is lesser to the sentience that have created it. A human created AI will be inferior to the human, and AI created AI will be inferior to its parent. But then as a spark of genius someone manages to figure out a process that allows the child AI to be just a little bit superior to the parent. Event the tiny percentage better. This means that now you can task an AI with creating a better AI. Then task this better AI with creating even better AI and repeat this process to infinity. Or mabe not infinity, but somewhere way beyond what a human can dream of being capable of. And this ever evolving AI surpassing human capabilities is an Archotech. A fully mature Archotech that you can see in Rimworld is an entyty with enough attention capacity to envelope the whole planet in a web of nanites, gradually rebuilding the interior of the planets itself into an ever more complex machinery required to run itself. And if it is a benevolent Archotech, it will allow its human progenitors to live thir lives on its surface, using a tiny fraction of it's power to fullfill the wildest dreams a human can have. In game the chance of this spark that pushes AI beyond singularity is not modelled, and the only way for you do get your AI core to become capable of evolving is to hack into an archotech relay station, so you can get a glimpse of the process that allows AI to improve itself.
Phew... Enough about the Archotech. Back to the erorrs in this video.
It does mention that in order to start planet hopping, you need a critical component, but that is not a capacitor array. The critical components is called the Entanglement Manifold and it can not be manufactured. It can only be salvaged from an ancient stardrive.
Capacitor arrays are also a vital part of the ship, but mostly in relation to combat capabilities. You need stored energy to fire your weapons, and capacitor arrays will help with thet. And on the contrary to what was mentioned in the video capacitor arrays are IMMUNE to shortcuts. So if you have them researched, I highly recommend building them in your ground base as well for all your power storage needs. Not only they hold much more energy per tile, but they will also prevent other batteries from discharging in case you get a Zzzzzzt event.
Also you probably could mention what happens if you lose a ship battle and the use of autoeject cryptosleep pods. And the tragedy of not having autoeject Crittersleep pods....
Finally a good guide on this mod.
Glad to help
I saw this mod in the discord and I always wondered what it was.
in space, nobody can hear the nutrient paste dispenser producing tasteless slop :)
Maybe you should play this mod, I have so many ideas of what you could do relating to playstyles with different mods, and add-ons, such as playing as odst (orbital drops hip shock troopers), doing xcom style anomaly playthroughs, and many more!
Last time I played this mod, I had it with android tiers. It used to glitch out when my androids went into the vacuum of space without EVA gear. Is this issue still present?
Everybody Gangsta till your Drug addict suffers from withdrawal and destroys your life support while you don't have any fuel or material's
a revamp of this guide for the revamp of the mod would be appreciated.
you made a mistake, The things you called torpedoes are rail guns, which are special short range weapons due to using ammo instead of building heat
Not railgun, slug cannons, all other (except torpedoes) use energy to fire, slug cannons fires uranium slugs that you have to load in
@@thedead456321 haha sorry i got mixed up, yeah thats what i meant by ammo/uranium, watching the expanse again and thinking of railguns
Is it just me and my mods setup or is there cheese for venting heat into space? Wall in your heatsinks then install a ship airlock facing the vacuum and toggle hold open door. The heat seems to vent but no air escapes per the airlock description. This allows you to cool the heatsink quickly without dropping shields. Anybody else notice this? I avoid it sense it's against the spirit of the mod and balance but can't help it when my pawns vent the heat when they pass through the door. Handy for keeping the cloaking device active indefinitely though.
If it works, it works. As far as i know the heatsinks wont radiate heat when they are not walled in. But you might trick them with open airlocks.
i have a question how do you find the entanglement manifold i've been trying to find it forever
Can you board or be boarded in ship combat? Is there derelict stations or ships to explore with hostiles?
Yes, I'm unsure (I think not?), and yes.
In fact the details on getting the Archotech AI requires you to board an enemy (psychic Mechanoid run) ship and hack it to get the upgrade path for your AI.
You can use shuttles to enter the enemy ship "map" and blast your way into their ship (they will have turrets). I don't think the AI tries this exactly.
And derelict stuff does exist. Possibly not empty. (some Insectoids were initially created to fight Mechanoids, and can live in space, or so I hear).
** Earlier version had "raiders" wander toward your ship; which was not good for tribals w/o EVA suits trying to float to your ship. I hope this was fixed, they were trying to fix it.
@@gekkobear2 i was playing with it last week and the ship i was fighting sent most of its pawns to raid my ship using personal shuttles, they landed on the edge of the map and started shooting at my ship.... and than I accidentally turned my engines on without thinking and turned my immortal pawn into space dust :(
@@Spearhead401
Thank you for that.
I haven't done much in the way of space battling; and those I'd seen didn't have enemy raiders shuttling over at you.
It is good to know that is a possibility.
Yes, yes you can and can can get boarded
Don't worry, just have slugs and plasteel turrets in each side of the ship, they'll do the work
"Tips and Tricks" proceeds to just list features... It's a nice video but, title is misleading
You, sir, are hilarious
AND you get striaght to the point and dont waste time. BRAVO! 👏 You deserve this 👑 you TH-cam KING
Do androids need eva suits too? Pd: love your content
With a genesis from SRTS and anti Matter Bombs u dont need Offensiv Ship Weapons.
this with the empire war mod, you could jump about taking over countless planets 😃😃
Nice time to build my hammerhead destroyer class
how can I evolve my archotech spore?
75% of you are not subscribed Hit the button 😌
Beautiful
3:33 I want that Atlas.
seems the rimworld videos are still getting more views, its a bit like me with plague inc, i tried to vary it but youtube just doesnt go along
maintain the space, Sir
i wish we had this in vanilla, as a dlc even
Hmm I wonder if it would be possible to use this with Rimatomics. Perhaps I should test this out with a few orbital nukes 😈
NOOB IN SPAAAAACEEEE!
Just downloaded the mod and while i have never actually done the ship ending as ive done the archotech nexus only Im gonna try this out. My main gola is faster map transportstion and total dominance over the whole of the planet. Need a mod as tonwere i can setup puppet factions that are friendly to me that i can gift but still kinda have some sorta control over like possibly recive taxes etc. This way im not controling a bizillion colonies and my pc dieing.
kinda curious how this mod would fair with zombieland..
nice!
i have a problem tho, i can't build spinal weapon, in my ship tab there is only spinal capacitor, the rest is missing
Schlongs of Sk... Wait this is the wrong game.
Vanilla events expanded and heximum gas don't work with sos2 sadly
Am still playing 1.3
Got a question... If I have a spaceship, in orbit around a planet, and the planet has the planet killer scenario, what will happen?
Thx for tutorial but could you do something about this "Archotech Spore" cause i don't know what is it and what it does.
@RyoukoTV thanks man, i don't need to know more,
@RyoukoTV ok, but how i can acquire this event where i can get archotech spore, it's by time or i have to do something?
I have a suggestion!!! Shared ship designs!!!
Thanks for the idea!
Can you send boarding parties to enemy ships?
In space, no one can hear you scream
That being said, can I buy 100 units of industrial medicine? I uh... Got harvest all mod, and legs sell for alot of money
can you start without research bonuses? i like the idea of starting crashlanded after escaping from a ship down to the rimworld but dont like starting with advantage
What fuel does the nuclear engine take I can’t find it
I’m getting so many’s error in the debug log is that normal when you first install it?
the question its when you travel other planet the mod rerrol all faction and ideologis?, i want robot and giants factions in my world and this looks like the only way.
this space mod needs more corn
I see this video is between 1&2 yrs old, is that how old the mod is? Or it's been out awhile? I couldn't believe it when I found out this game's been out for almost 10 years...this is EXACTLY the type of game I LOVE & I only just found it as it came out for console (Xbox). I haven't had a good enough computer to game on for many years. Literally the last game I spent more than several hours on was Diablo 2 back in like '01. I spent MONTHS of irl time in that game, & I'm not even a gaming/computer dork!! I had a really normal outgoing childhood (who gives a F but I'm just trying to qualify just how sweet the game was, imo), but yeah, no good gaming PC for me....guess I shoulda been a computer dork....
Oh, also, this means I have to play on ghay VANILLA!! F!!!!!!!
do colonist automatically equip EVA suits?
in this mod we can create our ship to fly in space ?
My game frose whenever a battle was started an kept crashing if the enemy ship big is there any fix
I'm curious as to how this interacts with Empire and RimWar.
They don't atm (not even taking 1.3 into account). You basically get to sit pretty and watch the groundlings fight their petty little battles.
Nice
What about animal EVA suits?
you skipping launch ship to space alrd? Why? how you build the ship?
Sorry i need to make a part 3
Howdy, ive been having issues and was curious if you knew what to do. I am currently trying to build my first ship and I have some of the stuff built including the ship cryptosleep caskets but for some reasons it doesnt detect them. Is this a common bug or is this just for me?
Are you running github 1.4?
Make sure everything is on the same ship chunk connected with power and such
@@Noobert yes to the first question but im unsure what you mean when you say "ship chunk" otherwise everything is powered
The section of the ship must be whole. is what i mean by ship chunk my apologies
@Noobert ok then yes it is all whole. I also completely rebuilt the ship with a larger layout but it Stull says that some things are missing even though they are evidently not. My computer core also says that different things are different than the control panel
How do you guys have enough chemfuel to power your ship? I can barely get myself into orbit and I have virtually no ways of producing it. Any help please? :)
Corn just grow corn
@@sachanadeau5444 thanks bro Ill give that a try
I have a question, can androids from android tiers mod survive in a vacuum?
Nsy they freeze to death
Iam impressed by this : ) P.S check out Caves of Qud My friend, i think you will like it (oh and Nimoyd looks like it may be ok too) thanks Noobert
I heard this mod messes up your pathfinding to the point that you can’t play without wanting to slam your head into a wall. So while I really love the concept I don’t think I‘ll play with this mod until the problem is fixed... 😅
I havent had pathfinding issues and i played this Mod extensivly earlier. (And captures and clumped together multiple ships 😁)
@@herokopter3
I guess I’ll give it a try then. Thanks for the info!
Biomes Islands (and I think Biomes Core) messes with pathing in a way that conflicts with SOS (or it did).
Letting things move in deep water for Biomes causes issues with moving in space I suspect?
But I'm unsure which can be fixed, or how (or if it already has).
oh ok good what happen if i press return to visited planet then im playin rimworld like rn idk what happen if i pressed it putting all my colony to pod is an pain i even bring the prisoners lol
idk if ill lose my colony and the food will take like month to survive
What do tacos taste like
We need orbital stike supp
I fell asleep halfway through the intro.
how tf do you make the EVA suits !!! honestly this mod id pissing me off since NOTHING is explained, and theres no wikis or anything to use to understand any of this ... its just trial and error.
So uhhhhh how do I do the derelict ship scenario
This video is outdated. It's in the new game menu. Or possibly a mod. I play with mods to often to tell what's what
Its scenario