RimWorld

RimWorld

4,300 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 @ 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 (66)
7
May 11 @ 10:01pm
incident worker error?
Vert
376
May 11 @ 9:56pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
1
Apr 18 @ 9:30pm
Error starting new world
Arkitekt
2,437 Comments
Anko072 May 13 @ 7:03pm 
How this mod handles modded structures? Are they just removed when building with non-vanilla buildings copied or you can see them if you have the right mod?
Sally smithson May 13 @ 8:34am 
while that would be amazing. Dont expect it. The mod could depend a lot on hugslib for its functions
stuartofhippo May 13 @ 8:08am 
Hugs Lib is VERY broken. Any chance this can be updated to not require it? I LOVE this mod but I just can't play around the Hugs lib errors anymore.
Phil42 May 11 @ 6:26am 
Thanks for the update, very appreciated!

Just as someone else mentioned I unfortunately too get the "xyz are leaving" message for all factions present on the map after a while whenever I enter a new map. This includes the ancient dangers on the starting map. This means every threat (factions / mechs / entities) that gets spawned with map generation just leaves after a short while and makes raids and stuff kind of trivial.
SkeL May 10 @ 1:48pm 
Village seed is INSANE lol
RedWardog May 8 @ 3:46pm 
Just popping in to say I've been using this mod for years and its still absolutely S-tier when it comes to Rimworld mods. Thanks for your hard work
pgames-food May 8 @ 2:45pm 
hi there are some settings you can change in the mod config, like how valuable or i think how ruined a ruin will be. (but personally i set the value per item to be unlimited, to get a chance to possibly find something that a ruin actually had) - if an item seems to be worth too much you can always leave it behind :)

i once found a ruin with gold flooring covering about 6% of the map - so i ripped up that flooring lol to get the gold :) (only a small portion of gold was actually returned but it was worth it :)
Tallbones May 8 @ 1:53pm 
I can't get mod to spawn ruins on world. Still get pristine ruins found and caravan found ruins events though.
Herald Rejn May 8 @ 12:12pm 
this mod spawned few times already ruins on starting map with items worth more than 100k X_X
restorator May 4 @ 5:03pm 
OcularMink +