Tutorial: Ship blueprint creation - SonicTHI/SaveOurShip2Experimental GitHub Wiki
Ship blueprints allow players to build ships without any prior ship building knowledge.
Required knowledge: SOS2 ship building, basic RW mod creation
Required tools: SOS2CK
- Use the CK to either make a new ship from scratch or import an existing ship.
- Only buildable buildings are allowed! No pawns, pawn spawners, random turrets, things, trash or minified things should be on the ship. If you plan on distributing the mod keep in mind that if you use buildings from other mods (or DLC) you will either need to list them as a requirement or the blueprints will not contain those items.
- Export the ship.
- Open %LOCALAPPDATA%Low\Ludeon Studios\RimWorld by Ludeon Studios\ExportedShips
- Edit your shipdef file. Rename the defName to something unique. The tag neverRandom must be set to true <neverRandom>true</neverRandom>. All other tags should be removed.
- Move the file to your mod, activate it in RW and import it with the CK.
- Use the export blueprint tool.
- Copy blueprintTemp.xml from %LOCALAPPDATA%Low\Ludeon Studios\RimWorld by Ludeon Studios\ExportedShips to your mod and rename it.
- Edit the file, replace the [ ] areas in label, description.
- Change the defName and rename <ThingDef> to <ThingDef ParentName="ShipBlueprintBase">.
- Once saved and after a game restart your blueprint will have a chance to appear in weapon trader inventory.
- To test it use the RW dev tools (fourth icon, spawn thing, defName).
- Disable the CK once done.
- Enjoy.
If you want to edit your ship in the blueprint repeat the entire process as the blueprint is generated from the saved ship.
You can check out existing blueprint ships in SaveOurShip2Experimental\1.4\Defs\Misc\ShipDefs\Blueprints and blueprints in SaveOurShip2Experimental\1.4\Defs\ThingDefs_Buildings\Buildings_Ship.xml