RimWorld

RimWorld

2,925 ratings
Ancient urban ruins
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Mod, 1.5, 1.6
File Size
Posted
Updated
77.245 MB
Aug 24, 2024 @ 6:04am
Jul 20 @ 6:26am
96 Change Notes ( view )

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Ancient urban ruins

Description
DETAIL
This mod offers a variety of urban exploration experiences and maps, featuring an extensive collection of architectural and debris art assets, and includes a system for importing floor plans and generating quest maps.

CONTENT




















lEGAL STUFF

Authors:
BreadMO, mod design, art, map design, XML.

22,雾雨龛灯, a programmer responsible for the code.

悄悄路过:map design,XML.

奈亚,羊肉罐头,点心,AOBA, Responsible for a portion of artistic works.

3HST :CE


ferny, English text translation

Thank you Oskar & Cassie & helixien for providing some art resource references.Please support their mod https://steamcommunity.com/sharedfiles/filedetails/?id=3279582979

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)


FAQ

Q:Can I add it to midsave?
A:Yes.

Q:How can I obtain an exploration location?
A:Via naturally occurring requests. Alternatively, initiate quests by acquiring diverse intelligence maps from traders in rare goods, ancient logistics terminal, and other merchants. These maps can also be found, albeit with a low probability, during exploration.

Q: How can I dispel the fog of the opening building?
A: This is a problem with the Vanilla game itself, and the solution is to dismantle/dig open the walls or mountains at the boundary of the fog/enter the door in the fog

Q: The map has been searched and is still there. How can I delete it?
A: Click on the task location on the world map, and then click on the abandoned map in the bottom left corner

Q: How to get the vehicle to the next level?
A: Simply move the vehicle, which is running, to the center of the underground parking lot entrance.

Q: How can I use the electric box?
A: The electric box that outputs to other floors must be in output mode, while the electric box that receives power from other floors needs to have output mode turned off. Then, in the output mode electric box, select the output power and link it to the desired floor.

Q: How can I use the cargo Material transportation elevator?
A: After linking the cargo Material transportation elevator with the cargo export elevator, it can transport goods unidirectionally to the export when powered on.

Q:CE?
A:CE compatible.If there is no CE compatibility displayed, then delete your local CE! Use the workshop version of CEmod and do not post any related questions in the comment section

Q: How can I enable Pawn to carry medicines within the mod?
A: On the far right side of the "Plan" panel, other combat potions can be set in the Drugs panel.

Q: Can I build buildings within the mod?
A: I will liaise with Oskar to ensure VFE-Props are compatible with this module. I will not disclose the construction method for the buildings in this module, as their quantity is vast and covers the entire screen.

Q: Is there a way for me to create my own staircase?
A: You can now build your own elevator after studying the fundamentals of microelectronics

Q: How will I create an expanded exploration map for this mod?
A: Construct and export the desired map with custom quest frameworkhttps://steamcommunity.com/sharedfiles/filedetails/?id=2978572782 and modify it following the examples within this mod.

Q: After the update, Pawn will automatically run to the ground when entering the underground level?
A: You need to open the floor control page and add a schedule and allowed floors for Pawn. Pawn will only stay on the floor if allowed, and will only attempt to switch floors if allowed.

Multi floor attack AI logic enabled
Popular Discussions View All (74)
310
Oct 3 @ 5:04pm
PINNED: BUG REPORT
mo
4
Aug 8 @ 4:56am
Vehicle support for Vehicle Framework
.wolf
3
Jul 21 @ 5:28am
Elevator on Gravship
Cirind Chaosdiver
1,547 Comments
Sanakara Oct 20 @ 6:10am 
alright, now I got it. it is about priorities. if I forbid all of the standart meds, the pawns start to use those ruin meds, but you hav also to understand, that salewa and grizzly kits count as glitter meds. thats all abit weird and overcomplicated. I wish, we could just say, use this one or use at least meds with a tending quality over/under %. that could make alot easier.
Sanakara Oct 19 @ 7:40pm 
nope, the pawns just using herbal meds for "herbal or worse" and industrial meds for "industrial-tech medicine or worse". they never touching those ruin meds and I can not force them to do so or set sth. So... I would appreciate if you could tell me how you doin that, I have no clue and can not see any option, settings, or what ever.
Koi Oct 19 @ 3:48pm 
Like regular medkits, bro VVVVV
Sanakara Oct 19 @ 3:21pm 
Still have no clue how to use the meds in this mods... the salewa kits and so on. any hints by someone?
Strigt Oct 16 @ 9:37pm 
@vexxn0va Seems to work fine with MultiFloors. Structures from both mods just create their own separate instances of levels.
I tested the stairs and ladders of MultiFloors next to the escalators and lifts from AUR and they created their own independent areas, ie not connected nor related to one another.
I even tested a ascending ladder inside an escalator and it just made another underground level.

I didn't test extensively so it may still break when you use your modlist.
vexxn0va Oct 12 @ 5:40am 
Is this compatible with Multi-Floors, or does it conflict with eachother too much?
Bastard of Muppets Oct 11 @ 9:33pm 
The maps are amazing. Fantastic mod! I'm never playing another colony without this
jnelson7777777 Oct 11 @ 7:38pm 
First of all, I wanted to say that this mod's level of content and detail is awe-inspiring! I've loved it for a while.

That being said, a location from this mod popped up for a random quest (I think it was the shopping mall)? I decided to move my one pawn in and make this map my new base (several days after I first visited the location).

However, now that I've set up, well-equipped pawns spawn every day and attack me, without even a raid announcement. Is this a deliberate tool to evict players and prevent us from building our bases in your maps?

If so, may we at least have the option to turn these endless attacks off? Your maps are awesome, and I'd love to at least have the chance to invade and settle there full-time.

Thanks!
ionizedJackal Oct 11 @ 6:20pm 
im having a weird thing were i cant caravan out of there is that normal i have to have everyone leave by the edge
Rex705 Oct 10 @ 8:21am 
None of the locations are showing on the map. I get the quest from reading the maps but there is no option to jump to location and the world map shows no locations.