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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.
Other possible problem is no blueprints in cache. You can check this in mod settings, details below.
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
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.
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.
Otherwise you can reach me in steam or by mail (dieworld@gmail.com)
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.
"This option can be switched off in mod options." I cant find the option for this. Is this outdated information?
Thats great news! Keep up the great work, and thanks for being so responsive
What happens with multiple colonies? Do they each upload a blueprint?