RimWorld

RimWorld

Real Ruins
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Update: Oct 28, 2019 @ 9:26am

Added setting in options to select caravan reform type. Automatic is the same style you have on your home map, Instant and Manual are two older modes from previous version.

Update: Oct 19, 2019 @ 2:14am

Planetary Ruins update
Navigate to Options -> Mod Settings -> Real Ruins: Planetary ruins and press Load while in game, and your world map become populated with all bases which were played on the same planet! (same seed, map size and coverage).
Each base is either an unowned destroyed place with ruins, or a fully functional faction base, which can be attacked in the same way as any other settlement. If you defeat all enemies, you can even settle there.
All bases are located exactly where they were in original game, so even mountain bases should be spawned normally. However, using map reroll or other map generation overhauls will break compatibility and you still can get a base intersecting a mountain.
Another change is caravan reform menu: now you can access standard caravan reform menu, so caravan reforming will be done automatically, but not instantly.

Update: Apr 28, 2019 @ 12:18am

Fixed small ruins event as well.

Update: Apr 27, 2019 @ 9:29pm

Hotfixes
- fixed issue with 0 days ruins prediction
- altered ruins scavenging rate, now 50k ruins will stay for 3-4 days, 100k ruins for 6-8 days, 500k ruins for 14-18 days.
- fixed ruins mood bonus issue
- a couple of internal blueprint transfer fixes

Update: Apr 16, 2019 @ 7:31pm

This version has significantly reworked internal mechanics, and I'm not completely sure it will work absolutely the same as the previos version. So if you notice ruins generation become worse for you, or if you encounter compatibility or saving problems, please report to steam discussion thread.

News
1) Added wealth and raiders presence indicators to ruins. Now you can wait for a better moment to enter location
2) Tied threat level to game difficulty. You won't get raids in peaceful mode.
3) You can instantly reform caravan a couple of days after defending all waves of enemies. So you can either pick items manually or setup a temporary outpost in ruins and wait until you can pick up everything automatically.
4) Colonists may get a mood boost or penalty while visiting ruins depending on ruins wealth.
5) Now there is an option for disabling ruins on your starting location.

Bugixes
- blueprints loading don't freeze UI anymore
- Issue with 100% gear on corpse fixed
- Ruins density rebalanced
- Blueprint ID is tied to ruins object to prevent save-scumming
- Unfinished items spawns normally
- Fixed issue with smaller map when airdropping to ruins

Update: Feb 22, 2019 @ 10:19pm

This update is primarily focused on fixing compatibility issues and overall stability.
Now pawn contents is double-checked, so you should not get errors or bugged corpses in case the pawn was wounded from a weapon you don't have, or if you get a pawn woth modded anatomy.
Items are checked to not cause bugs after spawning. You probably won't get some items now, but you also won't have errors, produced by this items.
Also fixed several bugs with blueprints store corner cases, like events and maps while your blueprint store is empty and so on.

Update: Feb 18, 2019 @ 7:29am

Small API loader update to prevent freezes in case if the server is not responding.

Update: Feb 17, 2019 @ 2:02am

Switched to dedicated blueprint management server API instead of just working with S3 bucket directly.
Added special support for Signs and Memorials mod. Now you can leave messages to future explorers.
https://steamcommunity.com/sharedfiles/filedetails/?id=846276095

Fixed several bugs including spawning collapsed rocks, bug hives, roofs and invisible attack targets.

Update: Feb 13, 2019 @ 10:01am

Fixed UI layout in options
Fixed issue with invisible targets in encounters

Update: Feb 10, 2019 @ 8:42pm

Quick fix for v 1.2