RimWorld
4,331 คะแนน
Real Ruins
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รางวัล
ชื่นชอบ
ชื่นชอบแล้ว
เลิกชื่นชอบ
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
ขนาดไฟล์
โพสต์
อัปเดต
3.791 MB
30 ต.ค. 2018 @ 11: 10am
18 เม.ย. @ 12: 15am
54 หมายเหตุการเปลี่ยนแปลง ( ดู )
คำอธิบาย
"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.
กระดานสนทนายอดนิยม ดูทั้งหมด (66)
376
11 พ.ค. @ 9: 56pm
ถูกปักหมุด: Compatibility issues and other bugs
MR. TETEREW
7
11 พ.ค. @ 10: 01pm
incident worker error?
Vert
49
1 ก.พ. @ 5: 41pm
ถูกปักหมุด: Q&A: Read this first
MR. TETEREW
2,452 ความเห็น
20 ชั่วโมงที่ผ่านมา 
Does anyone know how many waves before I'm able to reform? My caravan has been stuck in one place for a month now :steambored:
DarkAgeRush 2 มิ.ย. @ 1: 54pm 
Thank you for this amazing mod. Combined with save our ship 2 (which is working fine for me) I honestly feel like I've gotten more than all the main game expansion together. I'm happy to be contributing to the server!
DesertOfAngmar 28 พ.ค. @ 6: 57pm 
i know now the reason its save our ship 2 it does not work with this mod
DesertOfAngmar 28 พ.ค. @ 3: 33pm 
i cannot settle on a ruin/base tile anymore dont know from wich mod this happens it worked properly but now it says: MustSelectLandingSite
hardy 28 พ.ค. @ 2: 54am 
@Grissom that is really sad, such an amazing mod with such a gamebreaking bug
Grissom 26 พ.ค. @ 12: 22pm 
@demonlord09 @hardy good luck! I have been waiting for a bug fix for this for 2 years. No idea what causes it and these folks act like it isn't extremely game-breaking. Otherwise perfect mod. Sad to see it sitting inactive in RIMPY.
nolram00 25 พ.ค. @ 9: 22pm 
What is a good max wealth in the settings? I like the mod but it feels kinda op.
hardy 25 พ.ค. @ 7: 01am 
I have same bug as many others here - after some playtime, every enemy on the map is "leaving", including mechanoids and insectoids, making them completely peaceful.
Nam 24 พ.ค. @ 12: 05pm 
my ass spent 50 minutes prepping a colony, perfect colonists for my run and my start has a hostile wolf 12~ cells away from the spawn cargopods that instantly aggro's and 2/3 of my colonists are downed (genies) before one could even grab a gun and since rimworld combat is dogshit without ce my 15 careful shooter misses every shot, man in black comes in with medical skill disabled.
Demonlord09 22 พ.ค. @ 7: 49pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3252489221 <--- Red Error

https://gist.github.com/HugsLibRecordKeeper/14f0dfc96c8c4bbef137b5dbc88cbb54 <--- Hugslib_Log

Every so often the game seems to lose control over the AI on the map. It doesn't matter if you can see or interact them. In this one, within 2 minutes, the Red Error pops up and the enemy AI that are apparently hidden inside of a mountain, that I can't bloody see, start to "leave". This means that when I eventually mine my way down there, the little bastards will be completely passive. They won't attack even if I send a pawn in to melee one of them. They'll just wander around aimlessly neither attacking nor fleeing.