Modding In New AI Ships

Save our Ship has a Ship Editor built into the RimWorld game map, allowing you to make your own creations and share them with the community or for your own enjoyment.

* Getting started
* Ship designing
* Managing ships
* Create custom ship pack
* FAQ

# Getting started

Download Save Our Ship Creation Kit:  Workshop

Install the SOSCK and activate it in your mod manager.

 Getting started
 Ship designing -->

# Ship designing

You now will find a new tab on your architect menu.

Select the **New Ship Map** icon and click in the world. After a brief pause to load, a new empty map will spawn. Click the empty bar next to your pawns to go there.

Use DevMode to make a ship. Turn on **God Mode**, and avoid using the *Deconstruct* icon, as that will spawn debris, and use DevMode ***Destroy*** instead, selected from this icon.

When you are satisfied, just select a name for your ship by going to the Ship Bridge and naming your ship. Then, go to Save XML and click the icon, then click anywhere in your world map. ***Ensure this name contains no special characters, and no spaces.***

ShipName\_ShipClass\_FileVersion.xml is how your saved file should appear. (IE: *Tiger\_Frigate\_MarkI.xml*)

 <-- Getting started
 Managing ships -->

# Managing created ships

#### Where is my ship saved?

Saved shipdefs go inside ***AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ExportedShips.*** *(This is likely on your C Drive, or wherever your OS keeps the RimWorld main file.)*

#### Where does my saved ship go?

Copy/paste your xml file into ***RimWorld\Mods\Save Our Ship\1.2\Defs\Misc*** and it'll show up alongside other enemy ships. (1.2 for 1.2 of RimWorld! If this is 1.3 or 2.0 of RimWorld, keep in mind that we have several versions. Use the most up to date folder you intend to use. Also remember that this folder is not in the RimWorld core folder, but wherever Steam or GoG installed RimWorld and its mods in your local mods folder. You can get there via steam or the mod manager by clicking the folder icon.)

After you've exported your XML, you'll need to manually open it (in a program like Notepad++ or another program) and edit a few things.

#### This text will appear at the top of the XML

```
<?xml version="1.0" encoding="utf-8"?>
<Defs>
   <EnemyShipDef>
       <defName>ExampleShipName.xml</defName>
       <label>[INSERT NAME HERE]</label>
       <combatPoints>999</combatPoints>
<randomTurretPoints>999</randomTurretPoints>
       <cargoValue>25</cargoValue>
...
</Defs>

```

#### Ship tags

After that list, you'll see the objects, their rotations, and the XY coordinates of every piece of the ship.

#### How can I test my ship in battle?

Just initiate dev mode and spawn a ship battle from the Ship Bridge.

Select the Spawn Ship icon on the bridge. Type in the def name of your desired ship EXACTLY as it appears (minus the .xml extension.) So if your ship def is spelled **ShipNameShipClassFileVersion.xml**, type **ShipNameShipClassFileVersion**. This is case sensitive, and spaces matter.

This will spawn your desired ship as a combat encounter which you can attack via its icon on the bridge.

You can also use the Import Ship option on the "Ship design" menu, and import your ship on a new map exactly as it was found in the editor. Use the same process as above, remember it is case sensitive. This ship will not be hostile and can be edited again.

 <-- Ship designing
 Custom ship pack -->

# Custom ship pack

#### How do I create a Ship Pack to upload to steam?

There are a few of these already!

 Star Sector Ships

 Alpha Ships

All you need to do is save your ships to this folder:
*ModNameHere*\1.2\Defs\Misc\ShipDefs\
Make sure only your own ships are in that folder when you upload it.

#### 1 ) Create your About.xml

```
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
  <name>'''Save Our Ship 2 Ship Pack: Ship Pack Name Here'''</name>
  <author>'''Your Name'''</author>
  <url>

  </url>

  <supportedVersions>
   <li>1.1</li>
   <li>1.2</li>
  </supportedVersions>

  <packageId>'''YourName.ModName'''</packageId>

  <modDependencies>
   <li>
     <packageId>kentington.saveourship2</packageId>
     <displayName>Save Our Ship 2</displayName>
     <steamWorkshopUrl>steam://url/CommunityFilePage/1909914131</steamWorkshopUrl>
   </li>
  </modDependencies>

  <description>
Add your text here!
</description>

</ModMetaData>

```

#### 2 ) PublishedFileId.txt

If you are on steam this should be registered automatically.

You can also create a Preview Image that's 480x300, saved as a PNG file.

#### 3 ) Upload to steam

Just make sure to punch in your information into steam and set your dependencies. Your ship pack should now be available.

 <-- Managing ships
 FAQ -->

# Frequently Asked Questions

#### My new ship isn't showing up, even typing the correct ShipDefs?

You have to restart RimWorld after you add a new ship to your ShipDefs folder.

Put your xml file in ***RimWorld\Mods\Save Our Ship\1.2\Defs\Misc*** (NOT in the folder it exports to, ***AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ExportedShips.*** We can't put the file into shipDefs because we don't know id every user installed to the same path or not.)

Close to os, then reopen RimWorld, and test from there.

#### Is it possible to set my new ship as a Custom Start?

You'll want to add the line
```
<startingShip>true</startingShip>
```
 to your exported ship's tags. This will allow the game to randomly select it as a starting ship. If you want to guarantee it'll be chosen, you'll need to delete the other starting ships from Defs/Misc/EnemyShipDefs.

#### Can other people use my ships with my mod list?

Yep! Just remember, any mod assets that are saved need to also be in the load order of the people using your new ships. It is simpler to use only Vanilla stuff while you work, with no other mods running just to be safe. If you end up with players reporting lots of missing textures, its because they don't have the exact same mods, or mod versions, that you did. So remember to keep it simple!

#### How do I use the Rectangle and Circle tools?

It's pretty easy. Just select the start icon and place it in the world. Then select the End icon and place it in the world.

Wall, a circle or square.

Using this method will save on xml space, making reading the xml easier to a human and faster for a computer.

#### What if I want to add food, medicine, weapons or other resources to the ship?

Just use DevMode to place the items you want in the amount you want.

Currently SOSCK doesn't save the materials each item (like apparel) is made of, nor does it save quality. So those will be randomized on load every time.

#### Can I add custom pawns directly from dev mode?

ie: slaves, prisoners, kidnapped pawns, modded factions, animals, etc?

No, use the PawnKindDef icon, called the Generic Pawn Spawner on the toolbar. You'll need to type in the exact PawnKindDef name you want, named in that specific def.

On ship spawn sequence designated pawns will be generated as well.

 Marines
 Heavy Marines

#### What is the max ship size?

The limits of a single shield generator is considered a very big ship. Anything large than a single shield bubble is considered enormous. At this point your game will begin to slow down, even if it's just within the shield bubble. Anything greater than 45x45 is prone to cause excessive lag in combat. Avoid that if at all possible.

The max size of a ship should be 100x100. The map is only 250x250 (230x230 usable), so if you go bigger than 100 in any direction it makes missing far less likely, so every shot is a hit. So on top of lagging performance, you'll also end up with an unbalanced experience.

#### Is it possible to make and share terrain?

By default, no. But if you use a mod like Terraform RimWorld you can draw terrain. Used in conjunction with the devmode draw terrain you can place dirt and rock, then add mountains on top of it with Terraform.

 <-- Custom ship pack
 FAQ