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https://github.com/woolstrand/RealRuins
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
cool am glad theres at least some newer working versions for others to enjoy this cool mod today :)
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
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 :)
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.
https://github.com/Ludi1989/Rimworld-logs/blob/main/ModsConfig.xml
However, workaround is, that you generate the world first, and then add this mod after.
Can you help in any way? :)
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
(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) :)
Mod_1552146295_RealRuins_Mod.xml
in the locallow\Ludeon Studios\RimWorld by Ludeon Studios\Config
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
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.