RimWorld

RimWorld

4,659 ratings
Real Ruins
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.791 MB
Oct 30, 2018 @ 11:10am
Apr 18, 2024 @ 12:15am
54 Change Notes ( view )

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Real Ruins

Description
"Everyone is dead or gone. This story is over.
Perhaps someone else will find a use for the ruins of this place."


Have you ever wondered who might be that person which will find a use for those ruins?
With this mod it might be you, or any other RimWorld player!

Server support
This mod requires a remote server to store and distribute ruins blueprints, and this server has traffic and storage fees. It's not a huge amount of money per month, but yearly bill is somewhat big and I don't have that much spare money to support it. So any help is appreciated here.
https://www.patreon.com/mrteterew
And remember, $5/month for a month is better than $1/month for a year: in the latter case you more supporting patreon than me.

Description
This mod adds ruins on your map. Ruins of real bases of other players. It also includes two events about exploring the whole abandoned bases created by real people.
You will probably want to know how many planetary maps are available for your seed, and which seed/coverage/size to pick to maximize maps count, you can check this in "distribution" section of https://woolstrand.art/view

Dev log
Some notes about ongoing development:
https://woolstrand.art/blog/
https://www.patreon.com/mrteterew/posts

I can't reform caravan!
Please read FAQ: https://steamcommunity.com/workshop/filedetails/discussion/1552146295/1744478429683591049/

Extended description
This mod generates ruins on your map. Ruins of real bases of other players.
This mod periodically uploads each user's base snapshot to the server, and when one enters a new map, this database provides pieces of those stored bases as templates for abandoned ruins.
Perhaps you'll find just empty dirty shelter with badly damaged wooden bed and a pair of chairs. Perhaps you'll be lucky enough to find someone's silver vault before scavengers from the nearest settlement arrive.

Also this mod provides two events:
Caravan found ruins happens while travelling. You can stop and investigate small ruins complex. It usually does not have any really valuable, but it worth checking anyway. It can contain hostile people or aimals though.
Pristine ruins found: a large abandoned base was discovered nearby. All local settlements sending troops there to loot, and you can also participate in this massacre. Stakes are high, but reward is even higher.

Useful links
Frequently Asked Questions: https://steamcommunity.com/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamcommunity.com/sharedfiles/filedetails/changelog/1552146295
Ludeon Forums thread: https://ludeon.com/forums/index.php?topic=46520.0
GitHub: https://github.com/dieworld/RealRuins

Compatibility
This mod can be added anytime, it won't break your saves and will take effect when you enter into a new map, either starting a new game or with a caravan. However, you probably won't be able to remove it freely if you have active maps generated with this mod.
Popular Discussions View All (73)
410
Jun 22 @ 8:40pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
11
Aug 20, 2024 @ 12:43am
incident worker error?
Vert
54
Feb 28 @ 7:17am
PINNED: Q&A: Read this first
MR. TETEREW
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)