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i think the most i had was 50 raiders drop podding onto my head, i havent had it with the frequency you mention though, although i havent been to a pristine ruins yet on v1.6 (i only got the dlcs and v1,6 recently)
It basically makes the ruin completely unplayable. Even if I scale the event threat level down to x0.00, the sheer number of raids tanks my TPS to 0.
I’m all in for fighting my way to the loot, but that’s just ridiculous. I’ve been using your mod forever, and I’m pretty sure it didn’t use to be like this.
- also bringing a few strong walls (with high hitpoints), in minified form, can help as well, because you can quickly block their pathing towards you, especially in a narrow ruins with thin hallways, by placing down a quick wall, forcing them to take the long way around, (just be careful to practice this first, so that you dont get a pawn stuck on the wrong side of the wall) :)
(also for the flooring, you might need a mod that fixes returns, like deconstruct fix return or something similar, so that dismantling something always gives you at least 1 gold or 1 silver back, or whatever the item is made of)
- also playing with Minify Everything, can let you uninstall and essentially pack-up some larger items to help make them easier to transport, and with a quick worker i think in construction they can also remove any Golden or Silver flooring you find, to grab some spare gold and silver
- also making a bunch of spike traps (like cheap wooden or bone ones), and bringing them with your before you first visit, you can very quickly lay down an ambush for a lot of raiders (especially if you have a mod that teaches your own pawns how to avoid your own placed traps) - only a bit harder to do if some raiders drop pod directly onto you, but theres usually a bit of an indication where they will land, so you can re-position on the other side of the traps.
- if you have a vehicle or some drop pods, you can quickly make a drop pod on the map (especially the larger pristine ruins), and then fly back to base with most of your characters, leaving 1 or 2 of your fastest walkers to move away form the enemy, (maybe luring them into rival factions), and then quickly bringing back your main party and landing your helicopter somewhere safe where loot is, and then quickly escaping your fast walker(s) with a drop pod, all while your main force loads up the helicopter with stuff you want, away from the main raiders.
(with a few trips like this, while keeping the map always open by having at least 1 person inside it, you can usually loot a lot of stuff, and can sometimes even end up with multiple raiders fighting each other, leaving you to pick them off with a big fighting force, and then you can claim the ruin for yourself) :)
hi here are a few things that helped me before (i also posted many time in the past mentioned raiders drop-podding onto my head) lol :)
- also playing with the "sometimes raid go wrong" mod
(the raiders have a chance of being chased by more enemies, and they might fight each other first, leaving you to deal with the stragglers), or they might arrive half drunk, or their drop pods might crash and injure some etc)
- if you bring some artifacts with you, they can help by setting up an ambush on them. (like luring them somewhere away from items you want to loot, and then using an orbital cannon / satellite item there) - or if they are lots of animals, using an artifact that makes them all manhunters
Gives me really no choice but the reload.
This faction was added by Odyssey DLC, from their description they don't like land bases, only space/asteroid(?) bases. When I generate ruins in the map, suddenly a good chunk of those ruins are added as Traders guild bases, so now in map generation there are lots of active Traders Guild bases from the mod, even when there are no vanilla bases in the planet (they are probably above it).
Allowing a high-tech spacer trader to be neighbor of my tribal colony from start might change a bit of the balance off, I think.
Is there a way to configure what factions get more or less ruins assigned as bases?
I settled the tile and left them outside of a stockpike and the screen worked again, brought them home via skipdoor and put them in a stockpile and the caravan was broken at my home base. Eventually I just dev-deleted them.
If you want to have less pawns, but still be balanced, use wealth cap. If you want just loot and don't care about balance, scale down threat in mod options.
https://github.com/ViralReaction/RealRuins-Sans-Hugslib
In the time that I landed my gravship at a ruin and fought of 1 wave of a raid, 3 more raids were triggered and it's absolutely unplayable. I'd understand if it was like, every 48h you're there a new wave spawns but this many raids is unplayable
I distinctly remember it working last update, so something must have broke.
This is what it spams:
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object.
[Ref F90B38C]
at RealRuins.RealRuins_Mod.DoSettingsWindowContents (UnityEngine.Rect rect) [0x00c9d] in <409562a1f3a24d539f4bb5498a7d2581>:0
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
it is a sad video :) im sure there could be an upbeat version of finding ruins - maybe chicken plucker could make one :)
@Sanakara: yes, it's not something I intentionally do in my code, but there is a chain of events which originates from my mod, which ends up making ancients/mechanoids to "leave". I do not yet know how it exactly happens, but I definitely know it is done at the moment the old prisintine ruins event expires (which should not show actually anymore, because afair it was replaced with the new quest-system based, but that quest-based only shows in debug menu. I had some harsh times when I did that quest system update, so probably I f*d up there a bit and that all is kinda consequences)
I cannot generate new worlds or load existing saves
Btw I was finally able to catch that "Mechanoids are leaving" bug and I hope I'll fix it shortly. Quest system got a bit messed up at some point and when an old styled pristine runis event expire it also tries to remove associated quest which is not spawned on some reason and causes all that wreck.
It was really surprising, as usually even low value Pristine Ruins offer a few dozen components and a few hundred silver, both of which I was in desperate need of. Is there some sort of weird interaction happening with merged vanilla sites? If so, I'll be avoiding them in future. Just not worth the travel time.
@VitaKaninen: oops, thanks, will check
Without this mod it works just fine, so it has something to do with this one. Probably adding and loading a game would work just fine though, not tested yet...
Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Thankfully it's noted its performance impact is rather low, but general consensus seems to be that it is unnecessary nowadays as all features it has can be done differently. The only remaining really useful thing seems to be the log paster, but that can be done manually as well.