RimWorld

RimWorld

Real Ruins
 This topic has been pinned, so it's probably important
MR. TETEREW  [developer] Nov 23, 2018 @ 11:49pm
Q&A: Read this first
Most of your questions are answered here.
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MR. TETEREW  [developer] Nov 24, 2018 @ 12:10am 
Possible problems

I have defeated all enemies on pristine ruins event but can't reform caravan and leave the map. Is it a bug?
It's not a bug. You haven't defeated all enemies, more will arive soon. You will be able to instantly reform caravan only a couple of days after you defeat each and every raid which is on it's way to the base. Until then you can pick up items manually and leave via map edge. Or via drop pods.

Why is it done this way: imagine you arrive at a base with 500000 wealth. How much enemies should be there to balance this wealth somehow? Fifty? A hundred? Five hundred? Will you be able to fight 300 hostile pawns? No. Will you be able to steal something and leave with 300 pawns roaming around? No. Solution is waves. You need to defeat several waves of enemies (and alles which just steal stuff). But will it be fair and lore-friendly if you defeat the first wave and then immediately reform caravan and leave the map taking everything with you? Definitely no. So you either have to wait and defeat ALL waves to reform caravan instantly, or you should manually load the most valuable items (with a chance of being attacked from any direction) and leave the map via map edge.
This option can be switched off in mod options.

I start a new game and there are no ruins!
Ruins density depends on settlement proximity. If you land further than 15 tiles away from the nearest village you most likely won't get anything at all. Settle closer to villages or uncheck proximity option in mod settings.
Other possible problem is no blueprints in cache. You can check this in mod settings, details below.

Can I disable ruins on starting map? I don't need a simple start for my naked brutality run.
Yes, you can. There is an option in mod settings.

The mod does not download blueprints
1) Check mod settings: Local mode only should be OFF. Downloading shoud be enabled, obviously. Check your firewall settings.
2) Try to press "Download more blueprints" button and do not alt-tab. Unity allows network interaction only when the app is in foreground, so when you alt-tabbing, all downloads fail instantly.
3) If nothing helps you can use manual dumps donwloading. Here is the instruction: https://github.com/dieworld/RealRuins/wiki/Manual-blueprints-download


I start near a village and don't get ruins anyway
Check you have enough blueprints downloaded (in mod settings). Check you have proper settings: by default "local mode only" should be disabled, and "additional deterioration degree" should be zero. Obviously, ruins density, chunk size and maximum item cost should be more than zero. Other settings don't influence so much.

Last edited by MR. TETEREW; Jun 4, 2019 @ 6:44am
MR. TETEREW  [developer] Nov 24, 2018 @ 12:23am 
Technical questions
What exactly does this mod upload to the server?
It takes your home area on the current map, scans it for buildings, items, terrain and roof, packs it into XML, zips and upload to an S3-compatible storage bucket. For each item it stores only item name, material (if applicable), orientation and stack size (if applicable). Art is stored, but as a description snapshot. So if original art was in Japanese, you'll get it in Japanese as well.
The mod also marks whether the object is a wall or a door. Item's condition, quality, hit points, storage contents are not stored.
Mod also stores blueprint size, biome, map tile index and planet seed, but nothing more. No any player information is kept, but to eliminate redundand uploads each blueprint is identified with a unique number generated from planet identifier and current map number.
You can see an example of stored file here on pastebin: https://pastebin.com/5zBqpHW6.

When does the app upload and download data? How much time does it take? How much traffic does it take?
The app uploads blueprint each time you save the game (but not more than once in three hours) or lose your colony. The server overwrites blueprint data for subsequent uploads, so you won't spam the database with the same blueprint even if you're playing with autosaves the whole day. The mod also skips uploads if you're on a temporary map, or if you have too damaged or too thin base blueprint. This is done to prevent re-uploading ruins you're exploring. Downloading happens automatically on application startup, and it downloads up to 50 blueprints at once. Uploading and downloading happens in background, so it doesn't add any waiting time. New blueprints are downloaded even if you reach storage limit, but in this case older blueprints are deleted, so you can always have something new. If you think you have enough blueprints in your cache you can disable downloading in settings. Each compressed blueprint usually takes less than 100 kb, about 20kb in average. Default cache size limit is 256mb.

What if a map contains furniture or structures from any mods I don't have? Will I see this content?
If you have the mod, containing this items, you obviously can see them. If you don't, items either will be excluded from ruins generation step, or will be replaced with stock doors (for modded doors) or with crushed stones (for anything resembling a wall, i.e. impassable and taking the whole cell). If the only missing thing is item's material, the item will still be spawned, but made of it's default material instead.

How exactly does the mod modify blueprints before adding it to the map?
In short: selects a couple of random adjacent rooms, removes everything beyond, crushes random things inside (simulated deterioration), removes much of the most valuable things (simulated scavenging), lowers hit points to make everyhting look broken, removes food (or pushes it on the edge of being rot), generously adds filth and rubble, that's it.
For more details you can check this forum thread: https://ludeon.com/forums/index.php?topic=46520.0. It also contains a link onto a github page with the source code.

What if I want to download other players' bases, but don't want to upload mine?
You can disable uploading your blueprints in mod settings. However, the power of structures variety of this mod is a community, so it's highly recommended to allow uploads.

Can I play with only my own bases used for ruins generation?
Yes, use the "Local mode" in settings. In this case your local cache will consist from your own bases only. But please note that when you select this option your blueprints folder is purged and you need to play a bit to gather blueprints information.
MR. TETEREW  [developer] Nov 24, 2018 @ 12:39am 
Balance, gameplay and feature requests
Should there be huge raids on "ruins found" event
Yes, I don't see any other way to balance millions worth bases. And I definitely don't want to remove any items from there, because it's the core concept of the mod.

Bases have so much valuables! I can grab something quickly and run, this is OP
Yes, you can. If you're lucky enough. But can you defend yourself when your colony wealth skyrockets after successful ruins scavenge? Don't be greedy.

Would it be possible to use this same concept but for the use of actual AI settlements?
See this thread: https://steamcommunity.com/workshop/filedetails/discussion/1552146295/3374780959393125672/

I want to add translation...
You're welcome! If you're familiar with git and mod development, you can make a pull request with your translaton here:https://github.com/dieworld/RealRuins.
Otherwise you can reach me in steam or by mail (dieworld@gmail.com)
RelicImperator Dec 21, 2018 @ 7:26am 
Say man is it possible for us to theoritically create a Master Late Game base, quit it, and new game we'll find reasonably intact remains of it? So you know, my tribals can inherit a safe haven from their ancestors right off the bat?
MR. TETEREW  [developer] Dec 21, 2018 @ 10:52pm 
Originally posted by Dragoonman66:
Say man is it possible for us to theoritically create a Master Late Game base, quit it, and new game we'll find reasonably intact remains of it? So you know, my tribals can inherit a safe haven from their ancestors right off the bat?
Technically it's possible, but:
1) There are 120 thousand of blueprints in database right now. It's very unlikely you'll get it back by chance
2) Even if you somehow get it, you'll probably get only part of it restored. However, you can get the whole base as an event. On the other hand, you can't settle in that base.
3) In future I'm planning to add "ancient fortress" objects which are regular map objects that can be captured and inhabitated. But that's are plans for future, not right now.
theNamedOne Oct 22, 2019 @ 7:59am 
"So you either have to wait and defeat ALL waves to reform caravan instantly, or you should manually load the most valuable items (with a chance of being attacked from any direction) and leave the map via map edge."

"This option can be switched off in mod options." I cant find the option for this. Is this outdated information?
MR. TETEREW  [developer] Oct 22, 2019 @ 9:46am 
Originally posted by theNamedOne:
"So you either have to wait and defeat ALL waves to reform caravan instantly, or you should manually load the most valuable items (with a chance of being attacked from any direction) and leave the map via map edge."

"This option can be switched off in mod options." I cant find the option for this. Is this outdated information?
Yes, I've made some changes to this mechanics, but not everyone liked it, so I'm going to change it once more and hopefully will deploy the final version with all three options this weekend
theNamedOne Oct 22, 2019 @ 6:48pm 
Originally posted by MR. TETEREW:
Originally posted by theNamedOne:
"So you either have to wait and defeat ALL waves to reform caravan instantly, or you should manually load the most valuable items (with a chance of being attacked from any direction) and leave the map via map edge."

"This option can be switched off in mod options." I cant find the option for this. Is this outdated information?
Yes, I've made some changes to this mechanics, but not everyone liked it, so I'm going to change it once more and hopefully will deploy the final version with all three options this weekend

Thats great news! Keep up the great work, and thanks for being so responsive
Woah Oct 29, 2019 @ 5:19pm 
Is the compatible with mods that add building materials, or does it only keep vanilla items?
Last edited by Woah; Oct 29, 2019 @ 5:19pm
BabyHippo Dec 21, 2019 @ 12:39pm 
For some reason I still cant reform the caravan from a camp even though I have the "Caravan reform type" set as "Instant" The "Reform caravan" button is still grayed out.
Yellow Jan 16, 2020 @ 9:49pm 
I may have missed it but does the mod randomly destroy things? Like a perfect base is now in rubble when visited.
MR. TETEREW  [developer] Jan 17, 2020 @ 3:42am 
Originally posted by Birb:
I may have missed it but does the mod randomly destroy things? Like a perfect base is now in rubble when visited.
It depends on what are you visiting. But after all this is a "ruins" mod, so in most cases you will get a base destroyed to some degree. The only intact bases are faction-owned custom locations from "planetary ruins" feature.
Yellow Jan 22, 2020 @ 2:23am 
Got another thought provoking question for ya.

What happens with multiple colonies? Do they each upload a blueprint?
MR. TETEREW  [developer] Jan 23, 2020 @ 2:33am 
Originally posted by Birb:
Got another thought provoking question for ya.
What happens with multiple colonies? Do they each upload a blueprint?
Only an active colony stores it's blueprint. So if you have multiple colonies and switching between them pretty often, most likely both will be uploaded eventually.
ζ͜͡ϙ> Jun 2, 2020 @ 3:02pm 
Is it normal that if there are no blueprints in the database for my seed, I don't get any ruins at all on the map? I get no ruins on my current save (I typed the seed myself), but I do get ruins on a new save with a default seed. Bug or limitation?
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