RimWorld

RimWorld

4,838 ratings
Real Ruins
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.008 MB
30 Oct, 2018 @ 11:10am
24 Aug @ 11:32pm
57 Change Notes ( view )

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Real Ruins

Description
"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://steamproxy.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://steamproxy.com/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamproxy.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.
Popular Discussions View All (80)
422
25 Nov @ 6:17pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
57
22 Aug @ 5:28am
PINNED: Q&A: Read this first
MR. TETEREW
2
25 Oct @ 4:22am
Feature suggestion: Can't reform caravan info message
Alive
2,885 Comments
you know what color 2 hours ago 
How do I get the blueprints of other players thing to trigger when starting a gravship scenario?
pgames-food 12 hours ago 
hi if you have a look in your Ludeon folders, see if you can find a config file with this mods steam id, and if you try moving it to desktop (temporarily like back it up and delete it ) and try again, does it get further?
donut 14 hours ago 
real ruins enabled my new colony start gets stuck in generate world window. World is generated, but the generate world options never go away. Real ruins disabled problem goes away.
Sanakara 28 Nov @ 8:01am 
it was already mentioned in the past that this mod causes somtimes those "leaving" messages, where all ancients, mechs, etc. want to leave the map. just wondering if there is maybe a fix in sight for it?!
ferny 25 Nov @ 3:54pm 
Could we get a toggle to turn off pawns spawning in ruins?
pgames-food 23 Nov @ 9:20pm 
hi bones theres some settings you can play with to affect how ruined a location is
Bones 23 Nov @ 12:18pm 
Love the concept of this mod and I have used it for loads of hours - however I do feel the bases are too held together in most cases, I would love if it was more destroyed. A lot of the time it just feels like abandoned areas, which doesn't feel as Rimworld to me as finding a few skeletons or an actually destroyed base
Reestock 22 Nov @ 7:58am 
I don't think this works so well with odyssey. Normally a raid of 25 impids at a quest location with 2 people is fine because you can just leave, but the gravship cooldown makes it so you can't just leave, so even with the help of an exotic goods trader, you're gonna get your head put on a spike at any ruins location.
francis 20 Nov @ 5:36am 
wonderful mod
Not Sure 15 Nov @ 7:36pm 
I've been saying it for years and I'll keep saying it here every once in awhile: this is the single greatest Rimworld mod. #1. The top dawg. Gold medal, blue ribbon. This mod wins the workshop.