RimWorld

RimWorld

Real Ruins
PatchesIX Nov 5, 2018 @ 10:59am
too OP?
as much as i like the idea of this mod i feel like some of the execution might have been too over powered...

more often than not you might stumble across a ruin of yours that has some rather advanced pieces of technology or higher quality furniture/structure pieces.

to argue for realism one might say that valuable furniture would have long since been stumbled across by looters / raiders / destructive creatures

am i the only one who thinks that its a bit over powered in its current state?
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Showing 1-12 of 12 comments
MR. TETEREW  [developer] Nov 5, 2018 @ 11:25am 
I'm also concerned about that, so now I'm working on adding dependency between ruins state and nearby settlements. Basically, you'll get more ruins near settlements, but those ruins will contain much less loot. You still can get a large untouched ancient base in the middle of nowhere, but odds are too small. You'll either get 1-2 pristine one-room shacks per map with untouched beds, or whole city of walls and floor tiling, full of wood and stones in storage. Which is pretty cool, but totally unusable because of too low cost/weight ratio.
So now I'm trying to balance it a bit before publishing.
Rooty Tooty Nov 5, 2018 @ 12:06pm 
So far the best thing I have come accross is a chemfuel refinery, witch isn't the best thing. However I am comming across a bunch of legendary beds right next to awful beds. I doubt real players would overlook something like that. I am pretty sure when you spawn it randomizes the quality if able to. Is it possible to put a setting where it is more than likly going to be normal quality.
ScrapyardBob Nov 6, 2018 @ 5:38am 
You have added mod options that tone this down quite a bit and are really helpful.

- Additional deterioration degree (0.0 none, 1.0 nothing left but floors) can be set. It should probably default to 0.10.
- Scavengers activity multiplier (0x to 5x) defaults to 1.0x but could be increased maybe to 2.0x
- Limit maximum item cost. I set mine to 500, but I don't know if it considers the entire stack size (it should).
- Maybe a slider for maximum quality? Or just a weighted distribution (legendary=1, masterwork=2, excellent=4, good=8, normal=16, poor=8, awful=4).
MR. TETEREW  [developer] Nov 6, 2018 @ 8:16am 
Originally posted by ScrapyardBob:
- Limit maximum item cost. I set mine to 500, but I don't know if it considers the entire stack size (it should).
Yes, it considers the whole stack

Originally posted by ScrapyardBob:
- Maybe a slider for maximum quality? Or just a weighted distribution (legendary=1, masterwork=2, excellent=4, good=8, normal=16, poor=8, awful=4).
That was actually a bug with wrong randomizer values. Now you should get much more regular or worse items.

And now there is a special mode which adjusts parameters dynamically depending on settlement proximity. Now you won't get a city full of stuff on each map cell. My ultimate goal is to make a game where you can travel from your starting spot to the ship using only ruins, but this should be a really difficult journey.
Last edited by MR. TETEREW; Nov 6, 2018 @ 8:17am
ScrapyardBob Nov 6, 2018 @ 3:24pm 
Nice job. I haven't had a chance to play with the new dynamic proximity options and I like your long-term goal.
Kaibee Nov 7, 2018 @ 10:01am 
@MR.TETEREW Whats kind of immersion breaking for me is that it seems that anywhere you setup camp (using the setup camp mod) or settle a new colony, you'll always have ruins. I haven't checked the new dynamic proximity mode, so my suggestion might be redundant, but here's what I'd like:

Caravans can be set to "Scout for ruins" (possibly with a variety of distance options, which would all impact the caravan's travel speed, but scout hexes within distances of the caravan)

When a world hex gets scouted, it gets associated with some set of generation parameters from your mod's options menu.

Players can see which world tiles have been scouted and some lore friendly text describing those parameters. ie:

No Ruins here at all (0 ruins density)
Some ruins (low density and/or low chunk size)
Lots of ruins (high density, high chunk size)
Pristine ruins (rare, possibly even have it notify the player when these are found, much lower scavengers activity)
And have variations/combinations of these.

You also may want to consider some biome/road based tweaks, (ice sheets are far from most civilization, but should still be pretty empty, road intersections should pretty much always have lots of very scavenged ruins)

Basically the main thing I want is something that decouples ruins from how often you settle and abandon sites while traveling.

Awesome mod btw.
Last edited by Kaibee; Nov 7, 2018 @ 10:02am
Maverik Nov 8, 2018 @ 6:45am 
yeah I agree with kaibee, a 100% guaranteed ruine spawn its OP and not very good for inmersion, its sould be only a thing who happen ocasionaly with diferents results. With the mod set up camp its so easy to just camp, loot and run, and get rich only by scavenging
MR. TETEREW  [developer] Nov 11, 2018 @ 9:36am 
So, now with default settings you'll get some shacks in the woods, lots of empty barracks near cities, and whole intact bases as a special events. And if you select a location further than 15 cells from any settlement, 80% you'll get just a natural landscape.
Wyrd Nov 30, 2018 @ 10:52pm 
Is there any chance of having a "Maximum Total Worth" slider in the options as well? At the moment I'm finding ruins that are packed with an absurd amount of items and while the individual worth slider helps reduce things a little, having control over something that restricts the upper limit would be nice. Maybe something that caps the total at 5-10% of your colony worth and you can adjust from there
"too op" - *2 beds for 560$ and wardrobe+masterpiece bed for 130$ is guarded by 12 people with shields,armor and automatic weapons* Sure...
Last edited by [C|⦿] Typical Lama [✚]; Dec 4, 2018 @ 6:43am
MR. TETEREW  [developer] Dec 8, 2018 @ 8:28am 
Originally posted by Wyrd:
Is there any chance of having a "Maximum Total Worth" slider in the options as well? At the moment I'm finding ruins that are packed with an absurd amount of items and while the individual worth slider helps reduce things a little, having control over something that restricts the upper limit would be nice. Maybe something that caps the total at 5-10% of your colony worth and you can adjust from there
If you're talking about ruins event, then this is by design: abandoned bases do have enomous amount of stuff and guarded very heavily (you'll may get dozens of raids of dozens of people each. Even if you don't get guards instantly, they will arrive soon). Also those events override most of mod's settings, as those are special events with special rules, not a regular map generation.

If you're talking about regular ruins spawned on game map, then most of cost with default setings are produced by walls and floors itself. Limiting total cost means limiting amount of walls and this can be achieved by setting density and chunk size parameters.
Omega13 Dec 24, 2018 @ 11:47pm 
I got a Tier V cooking robot super early on by going into a pristine ruin, but then had to run away from several simultaneous raids to get out of there alive. So to me it feels OP, but in a good and fun way. Mileage may vary.
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