RimWorld

RimWorld

Real Ruins
2,701 Comments
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 👍
Sally smithson Jun 21 @ 3:34am 
There is someone in the dubs discord who made a version that didn't rely on hugslib.
I got you the github link
https://github.com/ViralReaction/RealRuins-Sans-Hugslib
MR. TETEREW  [author] Jun 21 @ 2:52am 
Regarding the update: I'm waiting for HugsLib to be updated. However, I'll check how much my mod depends on it and probably consider dropping that dependency.
MR. TETEREW  [author] Jun 21 @ 2:51am 
@тетеря, блин: you need to check planetary ruins feature. Besides regular ruins it also adds thriving intact bases (controlled by other factions so you have to take them over if you want to get some loot). However, it also comes with tradeoffs. Think of a base whose all defence system is based on a mod you don’t have. Or a base with vanilla defences and modded loot which you just won’t see because you don’t have that mod. What if pawn has traits or augmentations from missing mod? How informative and fair is the message “your pawns was killed” given that your pawn was fighting without arms and legs because those were from a missing mod? Unfortunately, it brings too many uncertainties and a questionable value.
MR. TETEREW  [author] Jun 21 @ 2:51am 
@ПИНАЮ ПОД СРАКУ: можно и по-русски :)
@Sally smithson: they could have changed mapgen core to allow features from 1.6. In this case even if 1.6 is not used, the core is already changes I have to accommodate those changes. But I’m not yet sure this is the case.
pgames-food Jun 21 @ 2:01am 
(having more custom options for the blueprints could be interesting though)
pgames-food Jun 21 @ 2:00am 
hi i think this mod does save most of what is in a base, (and the quality of the 'ruins', is based on the mod settings as far as i understand it. also your base is uploaded every time you save (approx 1 time per 3 hours) plus also if you lose the game.

for example, a pristine ruin, often has almost an existing base (minus some degradation), and i actually have turned/claimed all pristine ruins i found, as extra bases in my v1,2 game :o)
тетеря, блин Jun 20 @ 5:00pm 
is it possible to update it to work not only with ruins, but with well-working handmade bases with pawns included? would be even better if player could save his blueprint every N years of gameplay, so other players (who downloaded the mod and a pack of blueprints) could see how bases around him grow and fall (at least some of them)? would be absolutely great if this way player could experience raiding another player's base without any actual multiplayer. the discussion:

https://steamcommunity.com/app/294100/discussions/0/600781863666091122/?tscn=1750462960#c600781863666097347
Sally smithson Jun 19 @ 2:48pm 
I dont think the mod is done for, I do think that if the land features are DLC exclusive, its going to make the world ruins a bit more messy since not everyone has the dlc
Beanyboi69 Jun 19 @ 12:51pm 
do we salute this one too or...
pgames-food Jun 13 @ 5:36am 
(ah many thanks, i just try to help out from time to time, most of my experience comes from v1.2 as thats where my savegame is with 500+ mods - it usually takes at least 1-2 years to upgrade the savegame and all mods into the next 1.x sub version) :lunar2019piginablanket:
I noticed one problem with this mod. In the ancient danger, the mechanoids leave either when attacking the base. sorry my english bad:csgogun:
Evono Jun 12 @ 1:04pm 
Dont worry , take your time , its a giant mod and with all the changes i can see that its likely a ton of work to make it compatible
MR. TETEREW  [author] Jun 12 @ 12:55pm 
First of all, sorry guys if it seems that I ignore that comments thread. I check it sometimes, but it seems that @pgames-food already does a great job in the comments, thanks man :)

@Evono, regarding 1.6: At least I plan to try. According to announcement, there are some potentially breaking changes are planned, and I'm not entirely sure I'll have a capacity to align the mod with the update. If I can do it quickly - that's great. If I come to an understanding that I'm not able to provide an update within a reasonable timeframe, I'll consider asking for community help or handing over the mod to someone who have more time for maintaining it. But I still hope it will not break that bad :)
Evono Jun 12 @ 5:32am 
@Mr.TETEREW just asking , not pushing for an update , is a 1.6 planned at all? dont want to know more just asking because we lost many big and great modders with 1.5 i think
pgames-food Jun 11 @ 4:52pm 
(ah ok koyuki),
Fernando Jun 11 @ 4:08pm 
Any hope of fixing compatibility with vehicles not being able to reform caravans from pristine ruins?
Head Jun 11 @ 9:43am 
o7
koyuki virus Jun 11 @ 12:19am 
@pgames-food Im pretty sure I have that setting at its lowest.
pgames-food Jun 10 @ 8:17pm 
hi have you tried the "scavengers activity" multiplier in options, maybe that can help a bit?
koyuki virus Jun 10 @ 7:41pm 
I would very much like a way to disable pristine ruins from being looted while I'm not in the map.
GanjaMan [NL] Jun 9 @ 5:04pm 
@IceMaverick it seems to break the game fully
Sally smithson Jun 8 @ 6:09am 
@stallion. On default settings, yes. There is a setting to make them abandoned, but when i last checked the differences it also leaves the ruin far more delapidated, and it doesn't work well with undergound bases
Stallion Jun 8 @ 2:29am 
Are the ruins supposed to belong to the world's factions?
Tommy Gray x Land Raider Jun 4 @ 4:13pm 
We need to fix the map generation issue.
Cider Bizet Jun 2 @ 8:46am 
This breaks the map generation
Sally smithson Jun 1 @ 11:55pm 
in my experience
"these minor features might not work as intended"
At most
IceMaverick Jun 1 @ 10:05pm 
Does anybody know the extent of what the incompatibility between this and VFE Insectoids 2 is? VFEI2 simply lists this as a known incompatibility, but is it like... "the game straight up stops working" tier? Or is it like "these minor features might not work as intended" tier?
pgames-food Jun 1 @ 10:04pm 
hi maybe starting a game without the mod 1st, can help with that, @endermelody and then after you start a game, you can add the mod to your savegame, and then it will only affect future maps :)

thats actually what i did back when i first added the mod (but in my case it was just the fact that i was adding mods in batches as i found them)
EnderMelody Jun 1 @ 10:56am 
can we get separate options for the starting map and incident maps? id like to disable haulable items on the initial starting map but allow them for all other maps after.
Vulture May 30 @ 1:11pm 
When this is active, the world map is covered by the map generation menu.
pgames-food May 29 @ 7:38pm 
"Frankie Bobatelli 29 May @ 12:05am
does this mod use a lot of RAM?"

hi i dont know about ram, but if you save lots of blueprints, they will need some extra hard drive space in you Ludeon folder, but i think i have about 1000 blueprints saved, and it takes about 175mb of space for them) so its not too bad, especially as it seems that most of them are compressed, and only uncompress into xml IF your game encounters them, plus if you set the realruins folder to use ntfs compression, it saves even more space :o)
Frankie Bobatelli May 28 @ 4:05pm 
does this mod use a lot of RAM?
FrAmed46 May 24 @ 3:14am 
@StockSounds you play rimworld?? and have this exact mod?? im from the AO forums
pgames-food May 23 @ 9:15pm 
"StockSounds 3 hours ago :I got a korean base ruin, and for some reason I didn't expect art to be able to be in another language."

hi ive seen that before, i think its because the wording of the artwork, is uniquely generated by rimworld (based on stuff that happened in the original persons savegame), and it gets injected into the items description. (or something similar), and because this real ruins mod is capturing info about some random items that existed in another persons savegame, it also is capturing and storing its unique description, which in this case happened to be korean :)

if its a good piece of artwork, with high beauty value, you might as well keep it (or you can dismantle it for parts, or sell if worth a lot) :)
StockSounds May 23 @ 5:43pm 
I got a korean base ruin, and for some reason I didn't expect art to be able to be in another language.
Deankiller Turnupseed May 15 @ 9:00pm 
get the version without hugslib on github
SeGAD May 7 @ 2:58pm 
Please fix the mod for version 1.4 of the game, the quests do not work. I installed old versions of the mod, the quests do not work either. I really need your mod!!!
CushionSpud May 6 @ 10:31am 
I dont know if anyone else is having this problem, but if I go to a pristine ruin, my game becomes a slid show. Literally can't play it. The error says its from mods I dont even have... so I'm guessing it loading stuff from the ruins that uses other mods.
pgames-food May 5 @ 8:55pm 
"Evono 2 hours ago :When should this mod be loaded ? at the start ? end ? middle ? doesnt matter ? Please add this info in the description."

hi @enovo im using an older version of rimworld, v1.2 with about 500+ mods, and real ruins works for me at position 300 so i dont think it matters too much where its loaded
Evono May 5 @ 6:48pm 
When should this mod be loaded ? at the start ? end ? middle ? doesnt matter ? Please add this info in the description.
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: