RimWorld

RimWorld

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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
4.007 MB
Oct 30, 2018 @ 11:10am
Aug 18 @ 8:16am
56 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)
418
Aug 15 @ 11:49pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
1
Aug 18 @ 8:47am
Feature suggestion: Can't reform caravan info message
Alive
55
58 minutes ago
PINNED: Q&A: Read this first
MR. TETEREW
2,827 Comments
MR. TETEREW  [author] Aug 19 @ 3:27pm 
@Marty Saints: I guess it clashes with some other mod, because in less mod-crowded environment this window should appear right before you're ready to select your starting location. Anyway, the easiest way to pass through it is to go to RealRuins mod settings and uncheck "Enable spawning ruins at game start" in *planetary ruins* section. You can get back to it later after game start.
@VitaKaninen: oops, thanks, will check
Marty Saints Aug 19 @ 2:51pm 
Im having an issue where when i have this mod enabled and i want to start a new game, the new map generation goes wrong. The screen with the new world, where you select where to start, has the window of the sliders and seed for the world generation displayed on top of it. This makes it impossible to go forward and start the new map, but also going back with thewindow on top only gets you stuck and you need to hard quit and stop the game.
Without this mod it works just fine, so it has something to do with this one. Probably adding and loading a game would work just fine though, not tested yet...
VitaKaninen Aug 19 @ 8:46am 
I get a message in my log that says your about.xml needs to be updated.

Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
-=GoW=-Dennis Aug 18 @ 8:52pm 
Thank you for the answer, that explains it. Also thanks for getting rid of HugsLib, by now there is only a single mod left in my list that uses it and I hope that one will also transist away from it.

Thankfully it's noted its performance impact is rather low, but general consensus seems to be that it is unnecessary nowadays as all features it has can be done differently. The only remaining really useful thing seems to be the log paster, but that can be done manually as well.
MR. TETEREW  [author] Aug 18 @ 2:33pm 
@-=GoW=-Dennis: it means that you won't be able to get static ruins/settlements from this mod which you can visit/raid/whatever. You still be getting random ruins on all new maps and you still be getting events and quests.

@lobosan: Hugslib was not updated for a relatively long time when 1.6 came out, and I decided to proceed without it just because my mod really did not need it. I used it just because when I started six years ago I used HugsLib based template.
lobosan Aug 18 @ 11:41am 
Sry, I don't really understand the drama around HugsLib. Is it save to use?
-=GoW=-Dennis Aug 18 @ 8:43am 
How does that online tool actually work? I entered my seed, 100% coverage and 275x275 map size and it found zero maps - does that mean I can't get any ruins?
MR. TETEREW  [author] Aug 18 @ 8:26am 
I fixed some issues, but also I changed a bit the way raids work during the ruins event. Now, besides regular starting parties and large raid parties you will get a tiny, but constant and silent inflow of enemies. I did this to make the event a bit more balanced, to prevent easy looting everything between raids. Now you have to chose between taking small risk to pick closest goods and flee or withstand constant enemies inflow, using part of the team for packing and part for protecting.
Of course, if you don't like it, there is a switch in options allowing to disable it and revert back to the original.
MR. TETEREW  [author] Aug 16 @ 2:41pm 
@Azerbaijan_Technology, @Vex, @Ele, @Rubaedo: thanks guys, I got that crucial detail that was missing: there are no enemies on the map when you try to leave, and that really makes the difference. Working on that.
@Ing: sure you can, just post a PR with translation on the github
@OttersHoldHands: I don't have any blacklists for items/creatures, but you can turn off the whole hostile creatures thing in the settings
MR. TETEREW  [author] Aug 16 @ 2:31pm 
@step bro: you can land your shuttle on the same tile where the ruins are, and then enter the ruins manually. Shuttle will appear there too. As for entering ruins with the gravship, I'll add this in the next update, it is already done.
@Croctus: no specific on/off switch, but you can set ruins density to 0 which will indeed do the same.
@ZPaul: someone wrote that there are some issues with settings of the older versions of the mod. You can try to remove the whole settings file (back it up just in case), and see if it recreates the file and show more options. (I still have no idea how and why can it act that way)
@Auspician: you don't need "www" part in the address