RimWorld

RimWorld

Real Ruins
2,873 Comments
pgames-food Nov 11 @ 1:22pm 
hmm maybe that is a bad rng and that persons base happened to have raiders incoming at the time of saving their map blueprint?
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)
CynicalCoffee Nov 11 @ 11:21am 
I know it’s for balance reasons, but whenever I enter a high-wealth ruin, I’m getting 60+ raids and each raid has 40+ pawns spawning every 10 seconds or so.

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.
pgames-food Nov 9 @ 9:23pm 
tips 4)

- 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)
pgames-food Nov 9 @ 9:18pm 
tips 3)

- 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.
pgames-food Nov 9 @ 9:18pm 
tips 2)

- 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) :)
pgames-food Nov 9 @ 9:17pm 
tips 1)
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
Principal Spanky Nov 8 @ 11:28am 
Well, I guess you extended description does say that can happen. I'll play with the options and be more careful, I guess. I suppose it would be even less balanced if it was risk-free loot.
Principal Spanky Nov 8 @ 10:45am 
Idk how 150 tribals is "Raider Presence: Almost None"
Principal Spanky Nov 8 @ 10:44am 
Aside from this mod being super unbalanced which can be fixed somewhat from the wealth limiter option...what are you supposed to do when you send a few people to a ruin that has "almost none" for raiders, then like 12h after showing up no less than 150 tribals attack from 3 directions?

Gives me really no choice but the reload.
Mr. X WeregλrurumonX Oct 30 @ 7:18pm 
What ADM said. You need to disable this first else you will get errors and have to ALT F4.
<[MIA]> ADM dbunc Oct 30 @ 4:04pm 
When this mod works, it's awesome. 9/10 times it completely locks up the game when generating a new map, and you have to disable it when starting a new game or menus will bug out when generating the world. A real shame.
Deankiller Turnupseed Oct 17 @ 8:17pm 
does this still require hugslib? you said earlier you removed deoendancy with 60 lines of code?
DoubtfulGuest Oct 11 @ 3:41pm 
My maps refuse to generate when starting a new colony - anybody have this issue and know what the fix was? Game runs fine if I add this mod mid-save. Just cant start a new colony with it.
Halardras Oct 6 @ 8:49am 
you cant use this mod on the "The Gravship" DLC Scenario right? i cant seem to triger the blueprint load, any other scenario works fine
lum Oct 5 @ 11:01pm 
Good mod but can ♥♥♥♥ you up if you spawn near a base with tons of items
Miha_metan Oct 5 @ 1:40am 
I once found a ship structural beam laying just near my gravship, later i found 3 psychic emanators in pristine ruins. Good mod! :steamthumbsup:
CursedBun Sep 24 @ 6:10pm 
Is it safe to disable mod in the mid game?
blackendpizza Sep 19 @ 2:14pm 
i'll tell ya this much, it's certainly an ambitious mod.
Bisqwit Sep 17 @ 3:04pm 
My ruins are apparently not getting uploaded/updated. I have a feeling that RealRuins 1.6 upgrade does not consider the fact that in 1.6, tile indexes are no longer like "12345" but "12345,0".
rodrigocns Sep 12 @ 6:29am 
Something unexpected (i think): Traders guild bases on land.
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?
Murder Is Pink Sep 11 @ 8:55pm 
I can't get Real Ruins to even run. Maps refuse to generate. Never had problems with it before 1.6. Its a shame.
cowsarenottoys Sep 11 @ 3:41am 
Found a bug: One of the ruins I found on a bandit camp tile had like 50 xenogerms for some insane reason. The mod spawned them in, but they were blank with no genes, and they broke the caravan screen - it was totally blank with no people or items to select.

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.
jkelley2 Sep 8 @ 2:27pm 
ive had the same issue a few others ive seen in the comments had, this mod in particular makes it impossible to start a new colony, it breaks worldgen and the generation menu is left on screen and if you press back it hardlocks the game and the only thing you can do is force close the game
MR. TETEREW  [author] Sep 8 @ 12:55pm 
@Grootloops33: yes, there is an option in settings, which removes new raid mechanics. However, new raid mechanics spawns only _small_ and _silent_ groups of enemies. If you still get _large_ groups with _incoming raid message_, it's still old mechanics which creates raids based on ruins wealth. If you have ruins of 1M wealth, it can't be reasonably balanced by 800-1000 defender pawns at once for obvious reasons, so I have to split it into 3-7 raids of 50-120 pawns each. This happens for ultra rich ruins though. For low/medium you usually get just 2-3 raids of 30-50 people or less.
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.
MR. TETEREW  [author] Sep 8 @ 12:47pm 
@ignis: oh man I hate this fork so much. It has some fixes and improvements but those changes were (intentionally or not) made absolutely unusable outside of that repository. Author did a good job, but also added so much unnecessary changes around so there is absolutely no way to set useful changes aside of just "styling". I removed hugslib changing 60 or so lines of code, this guy for the same reason changed nine ♥♥♥♥♥♥♥ thousand lines. I even did not know my mod had that much. (I understand that it's not actual "changes", it could be just moving files around, but I would still have to go through each change while reviewing). And I, of course can't officially publish something I'm not totally comprehend. Less of all I want to have some etherium miner to slip through somewhere within that 10k lines pull request. But I still appreciate guy's efforts.
ignis Sep 7 @ 10:51pm 
Very buggy. There was a much mre stable forked version for 1.5 but it is not updated for 1.6
https://github.com/ViralReaction/RealRuins-Sans-Hugslib
Werewigger Sep 6 @ 12:47pm 
I have a problem where when I go to enter into any real ruin POI an empty map is spawned as if it were just a normal world tile.
Grootloops33 Sep 5 @ 9:51pm 
Is there a way to disable new raids spawning on ruins? I'm all for fighting the first 100 enemies on the map, but having like 5 more raids of 100-300 enemies spawn after really drains the tps to like 3 and makes ruins unplayable.

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
Grissom Sep 5 @ 9:38am 
@Mr Teterew thank you for spending time away from your family to fix a FREE video game mod for us.. sometimes we, including myself, forget that part. Will be contributing more to your patreon, and will anxiously await the fix to re-add this back into my mod-list! Thanks again.
SERAGONDON Sep 5 @ 9:07am 
@MR. TETEREW yeah sorry if I was harsh, I was aknowledged with this bug long ago but this synergy kinda suprised me
MR. TETEREW  [author] Sep 5 @ 6:41am 
@SERAGONDON: working on it, but got a bit stuck with life and stuff. It's so much more difficult to complete things when you have kids lol
SERAGONDON Sep 2 @ 9:11pm 
man thats mechanoids are leaving bug breaks odyssey ending so hard
Azerbaijan_Technology Aug 27 @ 1:01am 
I don't believe this works with the Vehicles mod, no matter what I do I am 0not allowed to exit a ruin map in any circumstances(it is one of the pregenerated map location ruins, it just keep giving me the colonist cannot reach the map edge message.

I distinctly remember it working last update, so something must have broke.
Jack of All Worlds Aug 26 @ 4:30pm 
I tried Real Ruins again on a new save after ensuring I was running the updated mod. Just one problem: Where the Ancient Ruin spawned [rr-screenshot-2025-08-26-192248.tiiny.site]
CrazyOwl Aug 26 @ 10:09am 
And one more thing, somehow my log is just spammed with red messages whenever I open the mod options.
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)
CrazyOwl Aug 26 @ 8:50am 
I recently reinstalled Rimworld and now I have a weird issue - I can't download more blueprints. I press the button, but nothing happens.
pgames-food Aug 25 @ 7:13pm 
"Luckspeare 19 hours ago : Such a sad video. Cry emoji."

it is a sad video :) im sure there could be an upbeat version of finding ruins - maybe chicken plucker could make one :)
BootyLord Prime Aug 25 @ 2:01pm 
i'm not able to land a gravship at any of the ruins this adds, it just tells me "tile is occupied" and won't let me fly there
Luckspeare Aug 24 @ 11:39pm 
Such a sad video. Cry emoji.
MR. TETEREW  [author] Aug 24 @ 11:38pm 
@Cave Johnson: thanks, updated. It seems that those fields are optional for base game, but could be required for some different setup with custom mod managers.
@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)
Sanakara Aug 24 @ 5:25pm 
so all those "leaving" messages coming from this mod? I have the same issue, that after awhile everything in these "ancient danger" rooms wants to leave and becomes passive.
Cave Johnson Aug 24 @ 11:39am 
Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.

I cannot generate new worlds or load existing saves
MR. TETEREW  [author] Aug 24 @ 10:49am 
@ExterminaTor: I'll add a slider for that, but you can now switch this off completely if you want. Anyway, you were never supposed to "survive" the event, my initial idea was to make this event more about "take what you can and run while still alive" styled. But since you still have a checkbox to fine tune play style for your preferences.

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.
ExterminaTor Aug 24 @ 9:57am 
You have to lower the number of enemies that appear later on the map, it is impossible to survive.
Dredphyre Aug 22 @ 7:15pm 
I just had a Pristine Ruin event that was...odd. It was a low value site, so I wasn't expecting much. But when my salvage crew arrived two days later there was almost nothing to scavenge. Maybe a 100 steel total scattered about. This particular Pristine Ruin was merged with one of the newer Vanilla ruin sites, and inside one of the rooms was a component crate.
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.
71di7m5 Aug 20 @ 11:40pm 
Hello, I have a question. Can I disable the generation of unfinished items in ruins through the settings? It seems to cause some conflicts for me. Thank you for your reply.
MR. TETEREW  [author] Aug 19 @ 3:27pm 
@Marty Saints: I guess it clashes with some other mod, because in less mod-crowded environment this window should appear right before you're ready to select your starting location. Anyway, the easiest way to pass through it is to go to RealRuins mod settings and uncheck "Enable spawning ruins at game start" in *planetary ruins* section. You can get back to it later after game start.
@VitaKaninen: oops, thanks, will check
Marty Saints Aug 19 @ 2:51pm 
Im having an issue where when i have this mod enabled and i want to start a new game, the new map generation goes wrong. The screen with the new world, where you select where to start, has the window of the sliders and seed for the world generation displayed on top of it. This makes it impossible to go forward and start the new map, but also going back with thewindow on top only gets you stuck and you need to hard quit and stop the game.
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...
VitaKaninen Aug 19 @ 8:46am 
I get a message in my log that says your about.xml needs to be updated.

Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
-=GoW=-Dennis Aug 18 @ 8:52pm 
Thank you for the answer, that explains it. Also thanks for getting rid of HugsLib, by now there is only a single mod left in my list that uses it and I hope that one will also transist away from it.

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.