RimWorld

RimWorld

Real Ruins
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Update: Feb 10, 2019 @ 11:06am

V 1.2

Graves', cryptosleep caskets' and all other containers' content is now captured and spawned. You need to wait a bit though to let the server accumulate some new data.

Caravan reforming is disabled during ruins event. So from now you can't instantly reform caravan between raids. Sorry, but it is how it was supposed to be. (ok, you still can revert it via settings).

And remember, you can leave encounter anytime via green map border, and you can pick items up using right mouse button.

And minor changes:
- Replaced most of collapsed rocks with various walls
- Dates of all events (including those in art objects) are now consistent across one ruins piece and are always earlier than current date
- During most encounters hostile units won't spawn near map's edge, so you can enter relatively safely
- Fires and torches are not spawned in ruins
- Separate settings for minimum and maximum ruins piece radius
- Added ability to reset mod settings to defaults
- Now you're not able to claim active turrets during abandoned base encounter
- Weapon shelves and other storages are spawned with the lowest storage priority possible, so your pawn won't run across the map to store your weapons
- Doors and locks compatibility checked
- Fixed bug with ruins placed on water
- Now mod tends to load more recent maps
- Rebalanced deterioration (now objects most likely won't lose more than 300-500 hit points, so no more "23 of 350000 hit-points" beta-poly walls)
- Fixed crash on exit
- Speed up loading (for me the game takes the same 70 seconds to load as before, but probably it will help for those who report 40 minutes loading)

Update: Nov 22, 2018 @ 7:48am

Art included!
From now on all new blueprints also contain art objects information. So in new ruins you will find much more storytelling pieces.
However, the tale-telling system in rimworld is very sophisticated, and it's almost impossible to store art tale as is (it would require at least to store the whole original world with all pawns, actions, stories, etc, which is, obviously, pointless).
So all stories are baked and used "as is", including original language. Keep this in mind when you find another statue and figure out that it's description is written in a language you have never seen before.

Other updates
Added Mod Manager compatibility
Fixed several base uplaoding issues
Added time checks on startup process (you can see in a debug log how much time exactly uses the mod for starting up)
Updated Japanese translation, thanks to Proxyer.

Update: Nov 22, 2018 @ 7:48am

Updated to Debug version by mistake

Update: Nov 20, 2018 @ 7:26am

Added small ruins caravan encounter.
This is much more common event, and those ruins you can find while travelling are usually much smaller and have less valuables inside. There still may be some hostile inhabitants, but much less dangerous than in full-scale bases.

Update: Nov 17, 2018 @ 8:21am

Manual blueprints download

Blueprints data was moved to more suitable place. So the first run after update may take additional couple of minutes to transfer your current database. Don't worry, this will happen only once.
More important is that now you can manually download and add a subset of blueprints.
Instruction is here: https://realruins.blogspot.com/2018/11/real-ruins-blueprint-dumps-if-you-have.html

Update: Nov 11, 2018 @ 8:57am

They said there is an abandoned base 1.5 days to the south!

So, I've added a new quest type: abandoned base raid. On some reason previous colonists abandoned their home and now every faction wants to loot remainigs.

Read more details in the description!

Other changes
Ruins quality: now there is a problem that many of players, while exploring the ruins, are claiming everything, and then their ruins are uploaded to the server as a source for new ruins. So the further we go, the more "ruins of ruins of ruins of ruins" we have. I have added a couple of ways to prevent such situations: not grabbing maps of special events, only maps with player's colonies. Ignoring too small maps, ignoring too empty blueprints. And the same is applied to already stored maps: if, while generating a ruins chunk, the mod decides that a blueprint is of low quality, it will delete it won't use anymore.

Update: Nov 11, 2018 @ 12:19am

[Auto-generated text]: Update on 11/11/2018 3:15:50 PM.

Update: Nov 8, 2018 @ 6:31am

A bunch of fixes
I've added some sanity checks to prevent spawning too large blueprints, too small blueprints, too empty or too damaged blueprints.
Also now the mod loads random blueprints from the whole database, not just from the top of the list.

Update: Nov 6, 2018 @ 7:50am

Variable density
Now ruins density depends on proximity to settlements. As well as items inside the ruins.
Near to settlements ruins are much more dense, but contain much less valueable loot. Mostly wood, stone and your favorite beds.
Ruins generator density now tied to total ruins area. I.e. you can get 20 small chunks or 3 large spots for the same settings. This approach works only for proximity-based generation.
Ruins most likely won't spawn at all if you're further than 16 tiles of any settlement.
You can always switch back to the previous gereration scheme by disabling proximity based generation in settings.

Other fixes:
- removed animal sleeping spots to prevent gathering all wildlife around it
- added some checks to minimize ruins overlapping
- now ruins spawned inside of mountains can have rooms not buried with stone
- fixed quality modifiers generation. Less legendary beds, sorry.

Translations added and updated:
- Japanese, thanks to Proxyer
- French, thanks to jerlotrie

Update: Nov 4, 2018 @ 7:03am

What was that noise? A squirrel? Oh, shi...

Now ruins can hold a mechanoid or feral surprise inside. Ruins dwellers won't attack your base, but will defend their home relentlessly.
Inhabited ruins percentage can be set up in mod preferences.
Look out!