RimWorld

RimWorld

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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)
420
27 Sep @ 6:07pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
57
22 Aug @ 5:28am
PINNED: Q&A: Read this first
MR. TETEREW
1
18 Aug @ 8:47am
Feature suggestion: Can't reform caravan info message
Alive
2,857 Comments
CursedBun 24 Sep @ 6:10pm 
Is it safe to disable mod in the mid game?
blackendpizza 19 Sep @ 2:14pm 
i'll tell ya this much, it's certainly an ambitious mod.
Bisqwit 17 Sep @ 3:04pm 
My ruins are apparently not getting uploaded/updated. I have a feeling that RealRuins 1.6 upgrade does not consider the fact that in 1.6, tile indexes are no longer like "12345" but "12345,0".
rodrigocns 12 Sep @ 6:29am 
Something unexpected (i think): Traders guild bases on land.
This faction was added by Odyssey DLC, from their description they don't like land bases, only space/asteroid(?) bases. When I generate ruins in the map, suddenly a good chunk of those ruins are added as Traders guild bases, so now in map generation there are lots of active Traders Guild bases from the mod, even when there are no vanilla bases in the planet (they are probably above it).
Allowing a high-tech spacer trader to be neighbor of my tribal colony from start might change a bit of the balance off, I think.
Is there a way to configure what factions get more or less ruins assigned as bases?
Murder Is Pink 11 Sep @ 8:55pm 
I can't get Real Ruins to even run. Maps refuse to generate. Never had problems with it before 1.6. Its a shame.
cowsarenottoys 11 Sep @ 3:41am 
Found a bug: One of the ruins I found on a bandit camp tile had like 50 xenogerms for some insane reason. The mod spawned them in, but they were blank with no genes, and they broke the caravan screen - it was totally blank with no people or items to select.

I settled the tile and left them outside of a stockpike and the screen worked again, brought them home via skipdoor and put them in a stockpile and the caravan was broken at my home base. Eventually I just dev-deleted them.
jkelley2 8 Sep @ 2:27pm 
ive had the same issue a few others ive seen in the comments had, this mod in particular makes it impossible to start a new colony, it breaks worldgen and the generation menu is left on screen and if you press back it hardlocks the game and the only thing you can do is force close the game
MR. TETEREW  [author] 8 Sep @ 12:55pm 
@Grootloops33: yes, there is an option in settings, which removes new raid mechanics. However, new raid mechanics spawns only _small_ and _silent_ groups of enemies. If you still get _large_ groups with _incoming raid message_, it's still old mechanics which creates raids based on ruins wealth. If you have ruins of 1M wealth, it can't be reasonably balanced by 800-1000 defender pawns at once for obvious reasons, so I have to split it into 3-7 raids of 50-120 pawns each. This happens for ultra rich ruins though. For low/medium you usually get just 2-3 raids of 30-50 people or less.
If you want to have less pawns, but still be balanced, use wealth cap. If you want just loot and don't care about balance, scale down threat in mod options.
MR. TETEREW  [author] 8 Sep @ 12:47pm 
@ignis: oh man I hate this fork so much. It has some fixes and improvements but those changes were (intentionally or not) made absolutely unusable outside of that repository. Author did a good job, but also added so much unnecessary changes around so there is absolutely no way to set useful changes aside of just "styling". I removed hugslib changing 60 or so lines of code, this guy for the same reason changed nine fucking thousand lines. I even did not know my mod had that much. (I understand that it's not actual "changes", it could be just moving files around, but I would still have to go through each change while reviewing). And I, of course can't officially publish something I'm not totally comprehend. Less of all I want to have some etherium miner to slip through somewhere within that 10k lines pull request. But I still appreciate guy's efforts.
ignis 7 Sep @ 10:51pm 
Very buggy. There was a much mre stable forked version for 1.5 but it is not updated for 1.6
https://github.com/ViralReaction/RealRuins-Sans-Hugslib