RimWorld

RimWorld

Real Ruins
2,746 Comments
Horknis 4 hours ago 
If i try to generate a planet to begin a new game its somewhat blocking the generating window blocks the view on the generated Planet. after hours of check uncheck Mods, Repair Rimworld and add mod after mod I somewhat could pin down Real ruins is might doing this.
ObscureParticle 5 hours ago 
I lose the Odyssey shuttle upon entering ruins.
psyhe28 Jul 17 @ 4:27am 
@Avallac What do you mean? I've been using this mod for years without these problems, but since version 1.6, when I enable it, the mysterious complex/installation quest doesn't work properly, no complex is generated, that's why I reported it.
Avallac Jul 16 @ 6:31pm 
@psyhe28 perhaps you should try reading the description of a mod before downloading it
MNarath Jul 16 @ 5:05am 
will there always be ruins on entering a map or just sometimes when entering a new map?
Sally smithson Jul 15 @ 12:17pm 
hugsllib was a prerequisite about a week ago.
SomeGuy411 Jul 15 @ 10:41am 
Removing everything harmony to do some troubleshooting, and tracked down a different issue to this mod-it's mod package doesnt tell the mod manager it has hugslib as a prereq (which itself has harmony as one). Oddly enough, ONLY putting in harmony, without hugslib, prevents it from throwing the error that has rimworld disable all mods. Also only with harmony, it appears to run the world creation script that adds the preseeded ruin sites. Entering the sites seems to work as intended as well. Is hugslib actually even a prereq? It looks like it should list harmony (and flag if it's missing), and not care about hugslib at all.
psyhe28 Jul 15 @ 6:39am 
It also happened to me, that there was no complex to hack after my clonists were transported. And also I try to reform my caravan after looting a ruin, but I can't leave the map.
TAWM Jul 15 @ 5:12am 
I just confirmed that the Machinist's Ruins also cannot be generated (no error logs).
TAWM Jul 15 @ 5:01am 
Sorry, this was translated by GPT.
"Hello, and I apologize for making a rather unhelpful bug report... In my save, enabling this mod prevents me from generating quest structures that contain terminals. However, I haven’t tested whether this issue occurs without other mods enabled, because I don’t know how to trigger relic-related quests manually..."
Insane Beard Jul 15 @ 3:50am 
Hello MR. TETEREW! Thank you for your mod and continued support of it. Have you considered changing the generated POI to use the new landmarks system, by any chance? This would allow the gravship start scenario to use them as well, and would make the map much more lively by scattering all those ruins around which are visible on the map view.
Nikkeh Jul 14 @ 10:27am 
Seconding the request to make it possible to land gravship at real ruin tiles. Current the game won't let you and says 'this tile is occupied'
Rina Jul 14 @ 3:13am 
Activating this and then entering a 'mysterious complex/installation' map had the actual complex missing from the map, without this mod it spawned correctly on entering the map. Since there were some other ruins spawned on the map it looks like this mod overwrote the spawn from the dlc.
timeforend Jul 13 @ 10:31am 
I just got a Abandoned colony quest that apeared on the very edge of the world, litteraly on an ocean tile, you might want to look into that
lailai Jul 12 @ 6:28pm 
ワールド生成後もワールド生成画面が消えなく、ボタンも押せなくなるバグがまだありますね。バグでまだ使うことは出来ないみたいです。
Cowo Jul 12 @ 5:41pm 
Any idea why the World generation Screen does not go away after i generated the world? Had this issue since 1.4 i think, but never got around to understanding why. Is it a compatibility issue with other world gen mods?
Potato Gaming Jul 12 @ 3:28pm 
Does this work with mods (Vanilla factions expanded, Vanilla furniture expanded, vanilla races expanded, medieval 2, vanilla tribal expanded, etc.)
MR. TETEREW  [author] Jul 12 @ 1:27pm 
@lochmere: I removed hugslib dependency. It was never really dependent on it by the way, just a couple of functions which were easily replaced.
@Void Shaman: Let me play a bit and when I'll get my own gravships I'll probably can fix it :)
@Kazzier: I'm impressed too! After I have read developer notes about 1.6 update, I honestly thought it's the end of my mod, because I expected a lot of breaking changes in map generation. It turned out that it was not that bad! Took me just a couple of evenings.
lochmere Jul 12 @ 1:01pm 
Have always loved this mod, but quick question: I know its a HugsLib dependency, but I see that it's not updated for 1.6 yet, but Real Ruins is. Does Real Ruins not need it anymore or does it not need an updated HugsLib and works with the non-updated version of it? A few of my mods still say HugsLib is needed, but the authors said its not, so not sure the exact situation here. Thanks for all your hard work!!!
Void Shaman Jul 12 @ 11:51am 
Any chance or making it so the gravship can land on the tile? :Blessing: I want to roam around with my ship but whenever I try and land there it states 'this tile is occupied' but I can land at other normal locations, it's the same for VQE mods to so not just unique here.

So glad it's updated though! Loveeeee me some ruins
Kazzier Jul 12 @ 10:57am 
Very impressed this got updated so quickly.
Grissom Jul 12 @ 7:50am 
Thank you @alicendrome and @mrteterew, my apologies for the late response as its early in the middle of the USA, but yes; it is exactly as described by @Alicendrome. Essentially, any hostile unit, after a period of time, sometimes months, somtimes quandrums, would eventually wander off with a message that says "Mechanoids are leaving".

Thanks for creating the mod and dedicating time away from friends and family to give us something for free and to update it at all is appreciated.
Alicendrome Jul 12 @ 12:17am 
@MR. TETEREW it sounds like a bug that I was having with my 1.5 modlist. Any faction on the map (Traders, Ancient Danger, Mechanoids, Anomalies, etc.) would randomly pop up with an alert like: "Mechanoids are leaving.". It would break quests and such. I traced it back to this mod likely having an incompatibility. Though, considering how fun this mod is and that my modlist is like, 300 mods I just played around it with Dev mode.
MR. TETEREW  [author] Jul 11 @ 10:58pm 
@Grissom: what''s the bug? if it can be easily reproduced I'll fix it for sure.
Grissom Jul 11 @ 4:41pm 
Someone update if the 3 year old "mechanoids wandered off" bug is fixed with the newest update please. @MR TETEREW literally the only thing keeping me from this mod for YEARS man.
Worst Player NA Jul 11 @ 4:13pm 
Aww hell yeah! I am glad i checked through my top mods to see this got an update :D I love the real ruins so much! Thank you for your hard work!
Piggy Jul 11 @ 3:26pm 
i spent 6 HOURS going through my modlist to find this mod was broken, and you update it the second i finally load up a non-glitched start 💀💀
MR. TETEREW  [author] Jul 11 @ 3:09pm 
@BEN: Awecome! Will try to switch to it tomorrow.
MR. TETEREW  [author] Jul 11 @ 2:41pm 
Update is live. It still can have some flaws, I'll try to keep testing and updating it over weekend. Hope it will work for a major part of you. Have a nice weekend on a rim!
Mimi Jul 11 @ 2:30pm 
best mod to ever exist! love you!
Jean1337_ Jul 11 @ 12:26pm 
You are awesome, I love your mod
MR. TETEREW  [author] Jul 11 @ 7:51am 
Well, looks like the update is on its way. Not without tradeoffs though, SRTS compatibility is temporarily disabled and because of issues with harmony (which I can't drop as easily as HugsLib), mod requires rosetta mode on mac. But on windows it should work fine. I'll do some final testing and try to upload it this evening.
Sally smithson Jul 7 @ 7:51am 
"we get there when we get there" meme
Hank Trill Jul 7 @ 5:49am 
1.6 when bby pls
Ducky Jul 6 @ 2:49pm 
Thank you both for the help. I guess the settings were old and not updating properly. Resetting it to default seems to have fixed it up
Kham Jul 6 @ 11:50am 
Usually the bug with world generation opening the window again and not being able to click away is fixed by deleting the settings file for Real Ruins. Some settings were added back with 1.4 or 1.5 and it doesn't seem to add those new settings to existing files which causes weirdness.
Sally smithson Jul 6 @ 9:32am 
also get rid of no sympathy for prisoners
Sally smithson Jul 6 @ 9:26am 
@ducky. Throw out prepare carefully and A17 psychology. Those are relics of the past and a liability to your savefiles
Ducky Jul 6 @ 8:16am 
I'm having a problem since updating to 1.5 where my game will get stuck on a loop of I guess trying to spawn the planet. I'll tell it to spawn, it'll show the planet in the background, and bring up the planet spawn menu again. I also can't properly access the debug menu when this happens as interacting with it makes it disappear. I've isolated the problem to this mod and I get the error even when it's only necessary mods and this loaded in. This was working for me while running 1.3 with similar mods.

Mods That's my current mod list and I don't know if something there is interfering somehow, but any help would be appreciated because I do enjoy the mod
Sally smithson Jul 6 @ 4:57am 
"we get there when we get there" meme
Azerbaijan_Technology Jul 6 @ 3:28am 
I beg for an update!
Yezus Jul 3 @ 8:23pm 
for the very first time the outpost feature has worked. how have i never seen this???
Skylar White, yo Jun 28 @ 7:20am 
I'm not sure if this is within the scope of this mod, but is it possible that this mod could be used in combination with those that allow you to revisit old abandoned settlements in order to create abandoned and looted ruin versions of your own settlements within the same save? I really want to be able to pack up and leave, but I wouldn't want to be able to come back to the same settlement if its just as pristine as i left it as if raiders and looters stopped coming as soon as i left. This mod is the most advanced ive seen going so far as to replicate builds and "ruin" them, i'd really love it if it could be used in this manner too.
pgames-food Jun 26 @ 4:47pm 
hi @sojalip have you tried changing the mod settings for this mod, for "caravan reform type"? (maybe a different option can help you)

for me, i havent tried any vehicle mods in my 500 mod v1.2 savegame, but usually waiting and defeating all enemies that are either there, or soon will appear, lets me make a caravan, or setting up stockpile zones and then moving to the edge of the map, or using the set-up camp mod, and claiming the ruins as a camp (possibly increasing your vanilla options for max bases to max)

(but always make a backup of your Ludeon folder and saves etc first, to play safe)
sojalip Jun 26 @ 1:58pm 
hello, in my games (1.5), i use "VVE" and "Rimthunder" mods and each time i try to go back from the ruin (on the world map like other quest/settlement) i can't take my vehicles back with me, the "you have to reform caravan from the world map" isn't compatible with vehicles even with the mod "just leave already". Otherwise i love this mod, beacause of the ruin of course but with the ennemies mech/animal that can guard them it's a good gameplay mechanic.
CTM BOTTOM TEXT Jun 22 @ 3:11pm 
request to make war urchins to now spawn on starting ruins map
seppi141 Jun 21 @ 9:49am 
i would also love a update for 1.6
тетеря, блин Jun 21 @ 7:56am 
or – when your base was destroyed by someone, the notification could also show in percents, roughly, how well your «opponent» was compatible with your modlist, so you could see how fair it possibly was (maybe allowing the uploading player to mark critical mods that user should absolutely have). I see the notification thing could work as RSS in the days of yore, a simple xml with updates that player dowlonads once in a while. the next level of complexity: a user whose base was defeated have that opponent's base highlighted/spawned on the world map, so he could revenge in a way. well, anyways, thanks for reading and for the mod. I hope you agree that this would be an excellent amount of online/community feel without actual online or multiplayer.
тетеря, блин Jun 21 @ 7:33am 
and, yeah, the progression thing also would be highly appreciated: making it capture and upload a blueprint, let's say, once a year and being bound to a generated seed, so while visiting/raiding the same base you would see how it actually progresses. if it requires too much server space, you may limit how many uploaded bases a user can have (like, when you upload the 5th one, the first one is removed etc). as for the messages like «your pawns were killed»… actually, to avoid any additional server interactions for these notifications, it would be already enough to be able to look up for a player's name, a country, a build date and a «message», just for the sake of that feeling that you've visited a real handmade place by a real person, if he or she willed to share this info.
тетеря, блин Jun 21 @ 7:13am 
@MR. TETEREW, I thought it would be great not only fighting random factions setteled in those bases, but the original pawns exported with the blueprints to make it fair fight. as for the modding issue, it would be absolutely amazing to have modlists exported as well, so they could be filtered down to the most compatible ones first, on a user's end, then switching to the others when no options left. I know, it's easier to say that to implement all, but this would be absolutely huge, must-have experience for RimWorld, imo. would generously donate for this feature without any doubt 👍