RimWorld
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Real Ruins
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
Розмір файлу
Додано
Оновлено
3.791 MB
30 жовт. 2018 о 11:10
18 квіт. о 0:15
Змін 54 ( перегляд )

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Real Ruins

Опис
"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.
Популярні обговорення Переглянути всі (66)
376
11 трав. о 21:56
ЗАКРІПЛЕНО: Compatibility issues and other bugs
MR. TETEREW
7
11 трав. о 22:01
incident worker error?
Vert
1
18 квіт. о 21:30
Error starting new world
Arkitekt
Коментарів: 2 450
DesertOfAngmar 10 год. тому 
i know now the reason its save our ship 2 it does not work with this mod
DesertOfAngmar 13 год. тому 
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 трав. о 2:54 
@Grissom that is really sad, such an amazing mod with such a gamebreaking bug
Grissom 26 трав. о 12:22 
@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 трав. о 21:22 
What is a good max wealth in the settings? I like the mod but it feels kinda op.
hardy 25 трав. о 7:01 
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 трав. о 12:05 
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 трав. о 19:49 
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.
pgames-food 18 трав. о 10:51 
ah ok, yeah i saw the update earlier today, they released a big 1.5 last night/this morning - its on my list of things to try :)
LAZER™ 18 трав. о 9:29 
@pgames-food seems to be cause by Save our Ship 2 that for some reason stops you from settling in a ruin. The simplified version seems to function just fine with this mod. I am not sure if it is possible to patch it. I have notified the SoS2 crew. I hope @MR. TETEREW can add compatibility as from what i hear in legends that the old SoS2 blew up in the day and it just made it's big return fully upgraded recently.