RimWorld

RimWorld

Real Ruins
Showing 51-54 of 54 entries
< 1  2  3  4  5  >
Update: Nov 2, 2018 @ 9:25pm

Update on 11/3/2018 11:25:19 AM.

Added blueprints compression to restrain unholy amounts of traffic generated
Switched to another hosting to keep maintenance cost in sane bounds.

Update: Nov 1, 2018 @ 7:51am

Update on 11/1/2018 9:51:07 PM.

Now it works with Configurable Maps mod!
https://steamcommunity.com/sharedfiles/filedetails/?id=1507370392

You can configure ruins density using Configurable Maps settings page.

Be careful, insane level will take really a lot time to generate (up to several minutes) and might look pretty messy.
Probably stock ruins will be opened during generation and you'll be instantly attacked by mechanoids and bugs.

Updated Japanese translation, thanks to @Proxyer

Update: Oct 31, 2018 @ 11:10am

Update on 11/1/2018 1:10:28 AM.

Offline mode
You can enable it in mod settings. It disables any server interaction and removes all downloaded data. From the moment this mode was activated all your data will be saved locally and later used to generate ruins. But please note that you're starting with an empty folder, so to see any ruins you have to play your older savegames a bit.

Blueprint spawning bugfixing
Several serious spawning bugs resolved, I hope there won't be any more exceptions during map generation.
Also I've tuned scavenging a bit, now your chance to find something cool is much lower (but it's still higher than zero!)

Upload frequency reduced
Now minimal time between uploads is 3 hours for the same map on the same planet. I hope it helps to reduce server costs too, as I'm a bit worried of how rapidly does traffic grow.

Translations
Settings page partially translated to Japanese and Russian, thanks to contributors.

Update: Oct 30, 2018 @ 11:10am

[Auto-generated text]: Initial upload.