RimWorld

RimWorld

Ancient urban ruins
1,559 Comments
LifeIsAbxtch 17 hours ago 
Hey Mo do you plan on making more of these ancient urban ruin mods? These are amazing! Love your work!
Shando Nov 7 @ 6:20am 
去远古街区搜刮的时候 突然看到一个蹒跚怪把战利品箱打开 然后拿走了25的芳纶纤维 转身就离开了地图 太难绷了:lunar2019crylaughingpig:
Random Tank Nov 7 @ 3:56am 
Just noticed that this is overriding a def from Alpha Memes; the Ancient Bed from this mod has the exact same defName as the restored ancient bed from AM.

Out of curiosity, why does this mod add duplicates for a lot of the ancient junk? Was it to remove ideology requirement? Because nearly all ancient junk is Core now. Would be nice to use the vanilla stuff if possible for scrapper ideos.
mo  [author] Nov 6 @ 1:15am 
@天哪,那是接近的 :与已经过期的1.5mod ve防御拓展不兼容
天哪,那是接近的 Nov 5 @ 9:16pm 
我选择放弃地图的时候放弃不了,我还是能通过角色栏跳转到对应的地图,但大世界上看不到地点了
Lovhes Nov 4 @ 4:22am 
so what'st he point of making first aid kit when they do the same as a medicine?
Big Cheese Nov 1 @ 2:21pm 
I wonder why for more complicated biomes/sites (urban ones), it has to be handcrafted fully rather than randomly generated.
Syxx Nov 1 @ 10:36am 
does this work with rimcities?
George Oct 26 @ 1:12am 
Long shot but any chance this works with a medieval playthrough?
Jackcat2310 Oct 25 @ 11:12pm 
is there a way to reduce spawns? its so stupid how when you enter every floor, theres a massive battle going on with bugs, soldiers, and mechs.
Meme D. Lord Oct 25 @ 8:37am 
The walls being non destructible locks you into some off the buildings.
Neosuduno Oct 24 @ 8:42pm 
Are most of the weapons supposed to be unsellable? I have a ton of good weapons made from the parts of poor ones I salvaged, along with Composite Flak Suits, and only Liquidators buy them.
Sanakara Oct 20 @ 6:10am 
alright, now I got it. it is about priorities. if I forbid all of the standart meds, the pawns start to use those ruin meds, but you hav also to understand, that salewa and grizzly kits count as glitter meds. thats all abit weird and overcomplicated. I wish, we could just say, use this one or use at least meds with a tending quality over/under %. that could make alot easier.
Sanakara Oct 19 @ 7:40pm 
nope, the pawns just using herbal meds for "herbal or worse" and industrial meds for "industrial-tech medicine or worse". they never touching those ruin meds and I can not force them to do so or set sth. So... I would appreciate if you could tell me how you doin that, I have no clue and can not see any option, settings, or what ever.
Koi Oct 19 @ 3:48pm 
Like regular medkits, bro VVVVV
Sanakara Oct 19 @ 3:21pm 
Still have no clue how to use the meds in this mods... the salewa kits and so on. any hints by someone?
Strigt Oct 16 @ 9:37pm 
@vexxn0va Seems to work fine with MultiFloors. Structures from both mods just create their own separate instances of levels.
I tested the stairs and ladders of MultiFloors next to the escalators and lifts from AUR and they created their own independent areas, ie not connected nor related to one another.
I even tested a ascending ladder inside an escalator and it just made another underground level.

I didn't test extensively so it may still break when you use your modlist.
vexxn0va Oct 12 @ 5:40am 
Is this compatible with Multi-Floors, or does it conflict with eachother too much?
Bastard of Muppets Oct 11 @ 9:33pm 
The maps are amazing. Fantastic mod! I'm never playing another colony without this
jnelson7777777 Oct 11 @ 7:38pm 
First of all, I wanted to say that this mod's level of content and detail is awe-inspiring! I've loved it for a while.

That being said, a location from this mod popped up for a random quest (I think it was the shopping mall)? I decided to move my one pawn in and make this map my new base (several days after I first visited the location).

However, now that I've set up, well-equipped pawns spawn every day and attack me, without even a raid announcement. Is this a deliberate tool to evict players and prevent us from building our bases in your maps?

If so, may we at least have the option to turn these endless attacks off? Your maps are awesome, and I'd love to at least have the chance to invade and settle there full-time.

Thanks!
ionizedJackal Oct 11 @ 6:20pm 
im having a weird thing were i cant caravan out of there is that normal i have to have everyone leave by the edge
Rex705 Oct 10 @ 8:21am 
None of the locations are showing on the map. I get the quest from reading the maps but there is no option to jump to location and the world map shows no locations.
celov_ Oct 8 @ 1:02am 
有关跨楼层的AI,能不能使小人满足需求的优先级>做完当前层的所有工作?小人在科研或是加了其他空闲时间娱乐类型的模组情况下就不会主动切换楼层吃喝或者娱乐
tyrifv Oct 3 @ 1:15pm 
Why did all the modded locations disappear from my map, leaving only vanilla ones? Locations like factories, etc., are gone, even though the mod is installed and working correctly. The custom scenario with spawning near the bunker works fine – it spawns the bunker correctly – but there are no locations on the large map.
sanji Oct 3 @ 12:59pm 
honestly i dont get why the lego sets are in this mod its literally just a eye sore i havent used that on my machining once just a complete waste of space and time
✚ Mariel ✚ Oct 2 @ 3:41am 
Those injection things that act like healing mech serums are a bit OP...
ligniantations Sep 29 @ 6:15pm 
good mod just adds a lot of stuff you may not want including unwanted additions to the ui...i'm sure there's ways to disable that stuff but its just not what i come to something like this for
HungryTGUY Sep 25 @ 3:39pm 
Hmm one of the mall maps looks familiar, where have I seen it before? Speaking of which, Grand Ohio Mall in project zomboid is one hella fun map.
kingrevolucion12 Sep 25 @ 6:51am 
Will they add more maps? Or has the project stopped completely?
veoba Sep 24 @ 5:26pm 
Can someone tell me is this compatible with RimCities?
✚ Mariel ✚ Sep 22 @ 9:14am 
Does this mod let enemy raiders enter underground stockpiles, or the vaults in Deadlife? Would be cool if they could attack into those
DrGestalt Sep 20 @ 10:59am 
Thank you for making this Mod! It's really fun to explore the ruins of modern places.
e.b Sep 17 @ 8:02am 
Minor bug: even with "vanilla loot" enabled, there are still a few one off items that sneak into the game (e.g. armored wigs).
532158674 Sep 14 @ 5:48am 
逃离环世界:steamhappy:
turkler Sep 14 @ 12:42am 
great mod!
Gaming Dog Sep 13 @ 1:53am 
Does it works with multi floors?
kingrevolucion12 Sep 12 @ 7:50am 
Is there any way I can design a map, in my style, so there are more places to explore, like you did?
dhalsgns Sep 9 @ 6:44pm 
Good day, creator. The following elements in this mod display unnecessary spaces: AM_bus stop, AM_LEGO_MediumCrane_NotOpen, LEGO_MediumCrane_Accomplish, AM_ADAR. If you have the time, I would appreciate it if you could resolve this.

尊敬的制作人,您好。该模组中的AM_bus stop、AM_LEGO_MediumCrane_NotOpen、LEGO_MediumCrane_Accomplish、AM_ADAR文件中存在多余空格。若您方便,烦请予以修正。
Totally Not Ed Sep 9 @ 5:58pm 
I suspect this mod makes items and stone/steel chunks invisible.
James_The_Man Sep 7 @ 9:57am 
谢谢
mo  [author] Sep 7 @ 2:02am 
地铁站生成在街区的地下
James_The_Man Sep 6 @ 7:06pm 
哪个地图会生成远古地铁站?我始终无法让它出现。另外,生成远古地铁站的命令是什么?
这片大蒂 Sep 6 @ 7:24am 
话说有考虑和外星人种族做联动吗,即任务地图上刷鼠鼠,美狐之类的
这片大蒂 Sep 6 @ 7:20am 
解决了:steamfacepalm:,大地图上一定要有定居点。
这片大蒂 Sep 6 @ 6:59am 
但在使用破旧地图时仍能正常显示任务地点
这片大蒂 Sep 6 @ 6:56am 
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这片大蒂 Sep 6 @ 6:56am 
这是我观看百里墨房车系列视频,打开房车内部财富反应在地图上,本mod放在最下面,只开填埋楼层设置,使用机密地图的报错。具体显示为只有任务,没有任务地点出现
Shepardina Sep 6 @ 2:28am 
pls remove lego from machining table, its bloating bill tab
айти Sep 5 @ 7:58pm 
а все я нашел
айти Sep 5 @ 7:54pm 
how to move things from the upper world to the basement