RimWorld

RimWorld

Real Ruins
2,656 Comments
pgames-food Apr 25 @ 8:36pm 
hi @m what happens if you try setting a home zone where the items are, and/or a big stockpile grid before making a caravan?
M Apr 25 @ 1:20pm 
Real ruins are BUGGED sadly? Reforming caravan on regular crappy ruins NOT pristine and NO ITEMS or other pawns show up on the reform caravan menu, very strange bug I have not seen with another mod? That is UNFORTUNATE for an otherwise very good looking mod lol cheers
pgames-food Apr 18 @ 10:22pm 
@mrds hi the github has older versions here:
https://github.com/woolstrand/RealRuins
Mr. DS Apr 18 @ 3:33am 
So, i have a question, if the current version breaks quests spawning in past RimWorld in my case 1.4, where do you go to get the old versions of the mod?
Im4zoos Apr 17 @ 8:21pm 
Ryan Gosling:
UntouchedWagons Apr 15 @ 8:25am 
Why do hostile foxes and wolves appear on various maps when I have this installed?
link01 Apr 13 @ 6:31pm 
If you've playing on 1.4 this version of the mod can prevent quests from happening, you'll have to go download the old 1.4 version manually
pgames-food Apr 6 @ 3:20am 
hi im not sure how steam cloud works, (i never used it for rimworld), but when i moved my rimworld from an older computer to here, i basically copied the game folder, and the appdata/ludeon folder (Which has all the configs and mod settings etc)

my mods were always manually moved into a mods folder, rather than using workshop, so you might have to check that all the mods in workshop copied across too
Angry Shrew Apr 5 @ 8:07pm 
Is there a known problem with this mod and saves working between computers? Trying to play a save on different computers via steam cloud but I get an error loading map, trying to narrow down the cause.
pgames-food Apr 4 @ 8:04am 
"Sally smithson 3 minutes ago :I am currently using the version without hugslib from the dubs discord. works very well for me"

cool am glad theres at least some newer working versions for others to enjoy this cool mod today :)
Sally smithson Apr 4 @ 7:59am 
I am currently using the version without hugslib from the dubs discord. works very well for me
pgames-food Apr 4 @ 7:16am 
"FrAmed46 11 minutes ago : @pgmaes-food It seems to work on 1.2, but later versions break a lot of things, I had no quests generating at all for example"

ah ok, im still on v1.2 with my savegame. have you tried the github version too? some others mentioned a few pages back or so, that the github has more fixes so it might be bit better
FrAmed46 Apr 4 @ 7:02am 
@pgmaes-food It seems to work on 1.2, but later versions break a lot of things, I had no quests generating at all for example
pgames-food Apr 3 @ 9:20pm 
also, the general theme on pristine ones (at least the ones i have encountered, using unlimited, max potential finds in settings), will usually also end up having 1 or 2 waves of enemies (sometimes with some in-fighting), for you to deal with, before you can claim it for yourself (i did using setup camp mod). (its also fun using marvins sometimes raids go wrong) :)
pgames-food Apr 3 @ 9:20pm 
"i, flavius" - oops, i mean hi :)
im still on v1.2 of rimworld (and the mod has been working great for me with about 500+ mods), but it could be something regarding a later patch and version, where i read that the github version has some bugs fixed (more than the current steam version)

for ruins though, i think its normal that there are others there, because especially for the pristine ones, its different factions essentially competing with each other to grab the most loot and leave. (not every is hostile though, and i remember there were some friendly factions on some of the pristine ones, gathering up stuff, and then they got attacked by a red hostile one, which also attacked me, but the friendly one didnt. so i think if another pawn there has started attacking you, they probably would have anyway :)
Flavius Apr 3 @ 8:27pm 
I see lots of comments about the mod not working - but can say it is working fine for me. I have all the Vanilla Expanded mods (or most) plus some decorative and a few other common ones ... not sure why it is causing issues for others.

That said - I do want to check on some functionality. When I enter a "ruin" the game treats it as if I'm attacking and generates one pawn. This causes me to lose relations with the other faction that "owns" the ruins. Is this intended? It seems like a "ruin" should be considered abandoned.
awesomejrp Apr 3 @ 7:02pm 
the mod will break the game every time it trys to load real ruins even after trying starting a old save this mod is unplayable
Ganymede Mar 30 @ 11:12am 
I wish the world generation bug would be fixed, I don't like playing without it :(
Bubbles Mar 30 @ 9:44am 
yeah, this completely breaks world generation. I used RimPY to verify it's positioned correctly and without errors, and it is, but no go. It just throws a visual error non-stop. (I noticed it even popped up this 'visual error' when in the options-mod options)
r0cketjack Mar 21 @ 8:56am 
needs update for world gen
ludi1989 Mar 18 @ 12:38pm 
Here is my load order, for me world generation works fine!

https://github.com/Ludi1989/Rimworld-logs/blob/main/ModsConfig.xml
Volsung0 Mar 18 @ 8:35am 
Same problem as the guys below me, can't generate the world properly
Snuggl Mar 16 @ 10:00am 
@BlackyM: Thank you for posting this!! 😃
Kizkut Mar 14 @ 5:40am 
Same problem as BlackyM is having.
BlackyM Mar 12 @ 12:35pm 
I really adore this mod, however, it's causing malfunction in the game creation, where when you generate world, you still have generation menu opened and cannot proceed.

However, workaround is, that you generate the world first, and then add this mod after.
Kaz the Mercenary Mar 10 @ 12:09pm 
Listed and observed as incompatible with VFE - Insectoids 2
Pomson pioneer Mar 6 @ 9:29am 
Can this mod be reworked so that rather than using a map and copy and pasting it instead it takes the area of a Ruin and adds it as a map gen step to a randomly generated map so that map size won't affect the ruins?
ludi1989 Mar 1 @ 12:10am 
The problem is that even after finding over 6k blueprints for the map, all of them were discarded when initializing (checked settings, were set in a way that most of them should appear) ;((
ludi1989 Feb 28 @ 11:42pm 
@MR. TETEREW do you have any access to the newest blueprints from some server where they are stored to manually download them? on https://woolstrand.art/view/stats I see that there are over 3 mln blueprints to be used and I have no access to them since my Real Ruins is not downloading anything. Only local mode is usable. Additionally, I've downloaded from GitHub packs of cache but from 2018 and I REALLY would like to see some up-to-date ruins.

Can you help in any way? :)
delzaron Feb 27 @ 6:26pm 
Real Ruins mod is incompatible with Geological Landforms. Please, there is a way to solve that problem ?
Garfield Feb 19 @ 9:46pm 
+Lord Rugdumph I wont lie bro, it's cause thats how most colonies end up
Pippa Feb 18 @ 3:18pm 
Hello! There's a way to install the blueprints of a map size on another map size ? Like 200 x 200 into a 300 x 300
pgames-food Feb 16 @ 2:11am 
you can also try tweak you fragment sizes too, in case it got changed by mistake
pgames-food Feb 16 @ 2:10am 
hi you can try to download some more blueprints, maybe the pool of ruins you have, just happened to be like that (but its also worth checking your mod settings again, as i think there is a field which makes it more ruined too)
Gabriel Feb 15 @ 10:52pm 
+Lord Rugdumph sorry bro its me
Lord Rugdumph Feb 15 @ 4:32am 
Every ruin i come across is just a series of bedrooms with various awful and poor beds... what am i doing wrong lol? The wealth limit is unlimited yet im not getting any of these crazy ruins i see from other peoples playthroughs
pgames-food Feb 2 @ 2:51pm 
hi @caedis, i havent tried in latest version, but what has been working well for me in v1.2 has been these steps (i posted some pages back i think with more details but it was basically something like these steps)

0) make a full save of your game (ludeon folder)
1) hold the ruins, and fight off any raiders etc (there might be more than 1 wave)
2) see if it lets you settle
3) check game options for vanilla max colonies limit (i put mine to 5 which was the max)
4) if that doesnt work, try making a home zone first.
5) install the set up camp mod
6) check that mod for options
7) on world map try rightclicking in the ruin tile and choose settle (or if you cant, try camp)
7b) then try settle.

so far, i have been able to settle i think 2 pristine and 1 normal ruins, plus 1 more and my starting base
Caedis Feb 2 @ 12:15pm 
I remember using this mod a while ago and being able to settle on ruins, but I don't seem to be able to do that anymore, even after looking in the mod options
Kusheov_ Jan 28 @ 9:01pm 
Hi, why i can't make Vegicle Caravan from this Event? I lost like 4 hours minding how i can leave this area with my vehicle, but i dont have any of this option :/
pgames-food Jan 28 @ 3:19pm 
hi doob1e have you tried the github version?
(if you have a look at your logfiles from the game, can you spot anything in particular in case it was from a certain mod?)
admittedly i still play this real ruins mod on my main savegame with about 500 mods without issues, but am still on v1.2 of rimworld (it kind of takes at least a year or so to upgrade each .sub version) :)
DOOB1E Jan 27 @ 11:44pm 
Hey I've been looking for a fix all day but cant seem to find any, my game keeps crashing upon trying to enter a ruins. I have been able to enter ruins before but now I am unable to enter any. Apologies if this has already been discussed and fixed as I haven't been able to find any thread explaining the problem.
pgames-food Jan 26 @ 3:52pm 
hi i think the file will be called this if you have it:
Mod_1552146295_RealRuins_Mod.xml
in the locallow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Deankiller Turnupseed Jan 26 @ 12:02am 
since some people recommended to delete the config file letting it regenerate, I found out non was generated in the first place. is it uploaded somewhere?
Deankiller Turnupseed Jan 25 @ 1:09am 
get this error on loadup, then my map gets generated without pawns nor items

ReflectionTypeLoadException getting types in assembly RealRuins: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
StockSounds Jan 24 @ 3:50pm 
Though there was this one time where I found a whole structure made out of assorted and uninstalled wall parts.
StockSounds Jan 24 @ 3:49pm 
I'm not having issues, aside from the rare missing object.

If this mod ever gets picked up again, I'd suggest having non-installed items deleted when generated, and maybe some support that allows for something like a Helixien Gas Generator to be replaced with a Chemfuel generator.
Deankiller Turnupseed Jan 23 @ 7:28pm 
@Highwayman I really tried but this was my nectar of god
Highwayman Jan 22 @ 7:56pm 
@Deankiller Turnupseed yeah, safe to say this mods on life support till it’s overhauled. Just don’t use it for now ig.
Deankiller Turnupseed Jan 21 @ 1:13am 
@Highwayman tried it but now game tells me hugslib is missing
Highwayman Jan 12 @ 1:28am 
I like this mod too much, so I’ll download the GitHub branch and see how well it does with the worldgen error. It’s only 4 months old compared to the steam releases 7-8, pretty much when anomaly was released. I’ll let y’all know how it goes.