RimWorld

RimWorld

Misc. MapGenerator
273 Comments
Hans-Landa Feb 9 @ 1:18pm 
You forgot to add Miscellaneous 'CORE' as a dependency to the modpage.
Slightly_Sane Jan 12 @ 8:23pm 
Using this mod starts me off with 6k building wealth and ruined a good start on a VFE Tribal wild men scenario by inflating my wealth too early. Rolled a map without the mod and started with 600 building wealth instead. Shame because I love the better ruin generation.
MangoCobra Nov 19, 2024 @ 8:55pm 
Weidly, I've got an issue where this mod is causing the starting pawns to... Not spawn?

I'll try to figure out what is conflicting with it.
Zorg56 Oct 19, 2024 @ 2:13am 
It dosent seem to be doing so, and it appears, atleast on a github, that this section of code is commented out.
Haplo_X1  [author] Oct 8, 2024 @ 2:51am 
Roof should be created automatically when it is a closed room.
Zorg56 Oct 5, 2024 @ 6:18am 
Is there a way to create roof for the buildings blueprints?
TracerFoxTEK Jul 6, 2024 @ 12:21am 
Xylem Jul 5, 2024 @ 7:14pm 
This mod adds a lot of flavor to exploration without going as far as Real Ruins. Thanks!

However, I have a problem: many ruins spawn with shelves. Often these are hidden in fog. When I attack and destroy a mech base, my guys will automatically start hauling everything to random shelves all over the map. And often they're in fog so I can't immediately stop them.

Could you set the shelf stockpiles to hold nothing by default? Or maybe there's another solution?
Haplo_X1  [author] May 11, 2024 @ 3:04am 
Hmm, maybe I've forgotten to update some file.. I'll take a look when I can access my computer.
RogueCmdr May 10, 2024 @ 6:04pm 
This is 1.5 but the mod manager says its 1.4
Eny Ace Apr 13, 2024 @ 5:41am 
Waiting to 1.5 <3
Nishe Aug 28, 2023 @ 5:58am 
So I'm doing a fallout play through atm and I have to say, this mod goes so well with it. There's enough ruined buildings around that it looks like the remains of a civilisation, but they're also sparse enough and dilapidated enough that it looks sufficiently ruined by atomic war. Also means there's cool little huts you can take shelter in, and I'm even finding caps lying around in some of them like a real fallout game https://ibb.co/bHvmdmB
Very cool!
lilwhitemouse Dec 22, 2022 @ 1:05pm 
Do the materials get randomized on download?
Maybe you needed to clear the cache so materials get turned into the new ones you have?
NRFBToyStore Dec 21, 2022 @ 10:13pm 
@separat.mn I've had that issue before, it wasn't a "fog of war", as much as a "missing material". Like, I had a STONE mod that got updated, when it did, it changed a def, so all STONES of that type, instead of loading a mountain block, would create what you described. It continued into new maps too until I started a new save. Have not experienced sense.
Haplo_X1  [author] Nov 16, 2022 @ 10:50am 
Materials are really randomized. It will just take something out of the pool of materials.
If there is the full map in the fog of war, maybe there is a problem with the fog creator when there is no real room to be found. Can you tell me what message ('This was created by XYZ') you get.
separat.mn Nov 15, 2022 @ 3:08pm 
I can confirm that your modification works very well with Geological Landforms. However, I have a problem that I don't even see in the error console. It's probably not your mod's fault, but maybe you could explain to me how your mod works. Well, on the example of the faction base - sometimes I generate faction maps that instead of walls are covered with fog of war (you can't walk through them, you can't discover them). I assume that maybe some modification of mine changes the type of material used to build the wall, or your mod uses assigned specific materials for construction? does it randomize them from the database?
Haplo_X1  [author] Nov 11, 2022 @ 2:16pm 
I don't know if it works with Geological Landforms. I haven't tested it yet.
separat.mn Nov 10, 2022 @ 10:40am 
Hi. How to load propertly Your mods in mod load order with Geological Landforms ?
Haplo_X1  [author] Oct 25, 2022 @ 12:40pm 
Yes. it is updated to 1.4
DisKorruptd Oct 25, 2022 @ 11:58am 
Standard issue question with every new update... does this work with 1.4?
Haplo_X1  [author] Jan 21, 2022 @ 1:43pm 
Thanks for the info. Is fixed :)
VolatileGlitchAviator Jan 20, 2022 @ 4:13pm 
it says the link isn't available error 404
Haplo_X1  [author] Jan 20, 2022 @ 2:01pm 
Yes, if you understand how the xml works you can create your own buildings.
Take a look into the tutorial, there it is shown how to do your own.
Greg Jan 20, 2022 @ 1:01pm 
can I use it to design and place my own designed structures with furniture, pipes, wiring etc?
VolatileGlitchAviator Oct 12, 2021 @ 9:52pm 
How does this mod work with real ruins? does the stuff from real ruins still spawn on the map along with this stuff?
JACK Oct 5, 2021 @ 3:51am 
I did some serious searching to find this mod after I saw someone on youtube use it! can't wait for my next new colony, I feel like finding some ruins will take some of the tedium out of the early game when you're just trying to get a roof over your head and all your buildings end up pretty boring :) thanks!
Scorpio Jul 27, 2021 @ 11:03am 
has the real ruins issue been fixed?
Hades the King Jun 11, 2021 @ 3:29pm 
Oh no :(. hmmmm. Do you need the red errors themselves?
Haplo_X1  [author] Jun 11, 2021 @ 11:14am 
Hmm, that is strange. The error shows that he can't find the classes that are assigned in the XML and defined in the dll file..
Hades the King Jun 11, 2021 @ 2:52am 
I just checked and I have the .dll file there. I also just checked and my antivirus says it hasnt quarantined anything recently
Haplo_X1  [author] Jun 10, 2021 @ 1:07pm 
That looks like you are missing the .dll file. Please check if your Anti-Virus may have quarantined it. It should be here: ...\steamapps\workshop\content\294100\704182588\1.2\Assemblies\MapGenerator.dll
Hades the King Jun 10, 2021 @ 9:27am 
Hi there seems to be a few red errors with this mod specifically

https://gist.github.com/2a99ea2eb995cae6aec04f33111c3445
Heres the hugslib logs if you need them :)
Haplo_X1  [author] May 13, 2021 @ 5:05pm 
Hmm, then there was something changed, because I have a patch for that integrated..
I'll have to look into that issue.
TurtleShroom May 13, 2021 @ 11:44am 
Worse yet, this Mod breaks the Real Ruins Mod. I just tested it.
TurtleShroom May 4, 2021 @ 7:36pm 
Your Mod seems to be affecting the way Raider Bases work. With this Mod enabled, they almost never spawn any loot. Normally, I just get dozens of rows of beds, a table and chairs, and a few batteries and Turrets. It's a shame, because the Urban Ruins thing is the coolest thing ever!
TurtleShroom May 3, 2021 @ 5:08pm 
TurtleShroom May 3, 2021 @ 5:05pm 
Does this work with stuff like the Real Ruins Mod?
AngleWyrm Apr 8, 2021 @ 1:07pm 
If this project's issues resurface on your priorities list (possibly as some form of masochistic torment?) then I've linked this issue as a request for Compatibility for Soft, Warm Beds, [github.com] so if it's status changes I'll be alerted.

If I find anything that seems worthy of note, I'll tag it as a clue for the detective's wall of clues.
Haplo_X1  [author] Mar 24, 2021 @ 9:19am 
Hmm, currently not, I have only integrated the <buildingMaterial> tag..
AngleWyrm Mar 23, 2021 @ 11:23pm 
In creating custom blueprints, I've come across an issue with spawned items: The bedding from Soft Warm Beds is being generated with metallic material instead of leather/cloth textiles. And since metallic materials aren't an option in the "make bed" tab, the bedding can't be used.

Is there a setting that will let me specify what category of material to use?
Haplo_X1  [author] Mar 23, 2021 @ 12:45pm 
Thanks for the Info. I've added it to the description :)
AngleWyrm Mar 23, 2021 @ 1:09am 
Made some custom ruins blueprints to add some more variety.
More Blueprints
Redeye Nov 15, 2020 @ 10:15pm 
thank you, I'll try it out tomorrow.
Haplo_X1  [author] Nov 15, 2020 @ 2:42pm 
Yes, there is a chance setting. That is something I've changed, because the simple buildings where too high in their chance. Should now be better.
Redeye Nov 15, 2020 @ 2:10pm 
is there like a chance ratio? or certain buildings in certain biomes? just curious. I LOVE the mod. I'll take a look at your thing about making my own blueprints.
Haplo_X1  [author] Nov 15, 2020 @ 12:34pm 
Something between 35 - 40 different base variants.
Redeye Nov 14, 2020 @ 5:11pm 
how many "bases" variations do you have? I've only ever noticed 4.
WAKE UP Oct 25, 2020 @ 10:09am 
Is the mod compatible with RimCities?
Felios Jul 19, 2020 @ 2:00pm 
I also wish I could have ruins without colonist keys and brainpal. Does this mod generate ruin sites on the world map, or does this only add ruined buildings on individual maps?
Pizzarugi Apr 16, 2020 @ 12:08pm 
That's more or less what I was asking, which you have answered. Thanks! I'm picking this up to play with. I love the idea of submitting my own layouts to see in worldgen later.