RimWorld

RimWorld

725 ratings
Misc. MapGenerator
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.257 MB
Jun 15, 2016 @ 8:21am
May 11 @ 3:08pm
57 Change Notes ( view )

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Misc. MapGenerator

Description
- Blueprint MapGenerator
This will create some more detailed ruins on map creation.
Some are simple, some complex, some come with items, some with mechanoids,...
You can also add your own ruin blueprints to the collection.

(Note: This mod only works when you start a new colony!)


How to make your own blueprints:
- Look into the tutorial which you can find in your workshop folder:
...\steam\steamapps\workshop\content\294100\704182588\Help
- Or look up the tutorial file on my GitHub page[github.com]

If you want more blueprints, look here:
More Ruins Blueprints by AngleWyrm

(Version: 1.5.1)
Popular Discussions View All (1)
0
Jan 19, 2022 @ 11:44pm
Duplicate XML node with something
Hades the King
267 Comments
TracerFoxTEK Jul 6 @ 12:21am 
francoquesada Jul 5 @ 7:14pm 
This mod adds a lot of flavor to exploration without going as far as Real Ruins. Thanks!

However, I have a problem: many ruins spawn with shelves. Often these are hidden in fog. When I attack and destroy a mech base, my guys will automatically start hauling everything to random shelves all over the map. And often they're in fog so I can't immediately stop them.

Could you set the shelf stockpiles to hold nothing by default? Or maybe there's another solution?
Haplo_X1  [author] May 11 @ 3:04am 
Hmm, maybe I've forgotten to update some file.. I'll take a look when I can access my computer.
RogueCmdr May 10 @ 6:04pm 
This is 1.5 but the mod manager says its 1.4
Eny Ace Apr 13 @ 5:41am 
Waiting to 1.5 <3
Kirren Cooper Aug 28, 2023 @ 5:58am 
So I'm doing a fallout play through atm and I have to say, this mod goes so well with it. There's enough ruined buildings around that it looks like the remains of a civilisation, but they're also sparse enough and dilapidated enough that it looks sufficiently ruined by atomic war. Also means there's cool little huts you can take shelter in, and I'm even finding caps lying around in some of them like a real fallout game https://ibb.co/bHvmdmB
Very cool!
lilwhitemouse Dec 22, 2022 @ 1:05pm 
Do the materials get randomized on download?
Maybe you needed to clear the cache so materials get turned into the new ones you have?
NRFBToyStore Dec 21, 2022 @ 10:13pm 
@separat.mn I've had that issue before, it wasn't a "fog of war", as much as a "missing material". Like, I had a STONE mod that got updated, when it did, it changed a def, so all STONES of that type, instead of loading a mountain block, would create what you described. It continued into new maps too until I started a new save. Have not experienced sense.
Haplo_X1  [author] Nov 16, 2022 @ 10:50am 
Materials are really randomized. It will just take something out of the pool of materials.
If there is the full map in the fog of war, maybe there is a problem with the fog creator when there is no real room to be found. Can you tell me what message ('This was created by XYZ') you get.
separat.mn Nov 15, 2022 @ 3:08pm 
I can confirm that your modification works very well with Geological Landforms. However, I have a problem that I don't even see in the error console. It's probably not your mod's fault, but maybe you could explain to me how your mod works. Well, on the example of the faction base - sometimes I generate faction maps that instead of walls are covered with fog of war (you can't walk through them, you can't discover them). I assume that maybe some modification of mine changes the type of material used to build the wall, or your mod uses assigned specific materials for construction? does it randomize them from the database?