RimWorld

RimWorld

4,838 ratings
Real Ruins
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.008 MB
Oct 30, 2018 @ 11:10am
Aug 24 @ 11:32pm
57 Change Notes ( view )

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Real Ruins

Description
"Everyone is dead or gone. This story is over.
Perhaps someone else will find a use for the ruins of this place."


Have you ever wondered who might be that person which will find a use for those ruins?
With this mod it might be you, or any other RimWorld player!

Server support
This mod requires a remote server to store and distribute ruins blueprints, and this server has traffic and storage fees. It's not a huge amount of money per month, but yearly bill is somewhat big and I don't have that much spare money to support it. So any help is appreciated here.
https://www.patreon.com/mrteterew
And remember, $5/month for a month is better than $1/month for a year: in the latter case you more supporting patreon than me.

Description
This mod adds ruins on your map. Ruins of real bases of other players. It also includes two events about exploring the whole abandoned bases created by real people.
You will probably want to know how many planetary maps are available for your seed, and which seed/coverage/size to pick to maximize maps count, you can check this in "distribution" section of https://woolstrand.art/view

Dev log
Some notes about ongoing development:
https://woolstrand.art/blog/
https://www.patreon.com/mrteterew/posts

I can't reform caravan!
Please read FAQ: https://steamcommunity.com/workshop/filedetails/discussion/1552146295/1744478429683591049/

Extended description
This mod generates ruins on your map. Ruins of real bases of other players.
This mod periodically uploads each user's base snapshot to the server, and when one enters a new map, this database provides pieces of those stored bases as templates for abandoned ruins.
Perhaps you'll find just empty dirty shelter with badly damaged wooden bed and a pair of chairs. Perhaps you'll be lucky enough to find someone's silver vault before scavengers from the nearest settlement arrive.

Also this mod provides two events:
Caravan found ruins happens while travelling. You can stop and investigate small ruins complex. It usually does not have any really valuable, but it worth checking anyway. It can contain hostile people or aimals though.
Pristine ruins found: a large abandoned base was discovered nearby. All local settlements sending troops there to loot, and you can also participate in this massacre. Stakes are high, but reward is even higher.

Useful links
Frequently Asked Questions: https://steamcommunity.com/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamcommunity.com/sharedfiles/filedetails/changelog/1552146295
Ludeon Forums thread: https://ludeon.com/forums/index.php?topic=46520.0
GitHub: https://github.com/dieworld/RealRuins

Compatibility
This mod can be added anytime, it won't break your saves and will take effect when you enter into a new map, either starting a new game or with a caravan. However, you probably won't be able to remove it freely if you have active maps generated with this mod.
Popular Discussions View All (80)
422
Nov 25 @ 6:17pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
57
Aug 22 @ 5:28am
PINNED: Q&A: Read this first
MR. TETEREW
2
Oct 25 @ 4:22am
Feature suggestion: Can't reform caravan info message
Alive
2,887 Comments
pgames-food Dec 1 @ 12:24pm 
ok cool :) (sometimes i get you confused with another avatar of a person called auntie donna :)
donut Dec 1 @ 6:43am 
@pgames-food thanks for the idea. Removing realruins cache and config did indeed solve the issue.
you know what color Nov 30 @ 9:15pm 
How do I get the blueprints of other players thing to trigger when starting a gravship scenario?
pgames-food Nov 30 @ 11:33am 
hi if you have a look in your Ludeon folders, see if you can find a config file with this mods steam id, and if you try moving it to desktop (temporarily like back it up and delete it ) and try again, does it get further?
donut Nov 30 @ 9:34am 
real ruins enabled my new colony start gets stuck in generate world window. World is generated, but the generate world options never go away. Real ruins disabled problem goes away.
Sanakara Nov 28 @ 8:01am 
it was already mentioned in the past that this mod causes somtimes those "leaving" messages, where all ancients, mechs, etc. want to leave the map. just wondering if there is maybe a fix in sight for it?!
ferny Nov 25 @ 3:54pm 
Could we get a toggle to turn off pawns spawning in ruins?
pgames-food Nov 23 @ 9:20pm 
hi bones theres some settings you can play with to affect how ruined a location is
Bones Nov 23 @ 12:18pm 
Love the concept of this mod and I have used it for loads of hours - however I do feel the bases are too held together in most cases, I would love if it was more destroyed. A lot of the time it just feels like abandoned areas, which doesn't feel as Rimworld to me as finding a few skeletons or an actually destroyed base
Reestock Nov 22 @ 7:58am 
I don't think this works so well with odyssey. Normally a raid of 25 impids at a quest location with 2 people is fine because you can just leave, but the gravship cooldown makes it so you can't just leave, so even with the help of an exotic goods trader, you're gonna get your head put on a spike at any ruins location.