RimWorld

RimWorld

4,778 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://steamhost.cn/steamcommunity_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://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamhost.cn/steamcommunity_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)
418
15 Aug @ 11:49pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
1
18 Aug @ 8:47am
Feature suggestion: Can't reform caravan info message
Alive
57
22 Aug @ 5:28am
PINNED: Q&A: Read this first
MR. TETEREW
2,841 Comments
Azerbaijan_Technology 12 hours ago 
I don't believe this works with the Vehicles mod, no matter what I do I am 0not allowed to exit a ruin map in any circumstances(it is one of the pregenerated map location ruins, it just keep giving me the colonist cannot reach the map edge message.

I distinctly remember it working last update, so something must have broke.
Jack of All Worlds 20 hours ago 
I tried Real Ruins again on a new save after ensuring I was running the updated mod. Just one problem: Where the Ancient Ruin spawned [rr-screenshot-2025-08-26-192248.tiiny.site]
CrazyOwl 26 Aug @ 10:09am 
And one more thing, somehow my log is just spammed with red messages whenever I open the mod options.
This is what it spams:
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object.
[Ref F90B38C]
at RealRuins.RealRuins_Mod.DoSettingsWindowContents (UnityEngine.Rect rect) [0x00c9d] in <409562a1f3a24d539f4bb5498a7d2581>:0
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
CrazyOwl 26 Aug @ 8:50am 
I recently reinstalled Rimworld and now I have a weird issue - I can't download more blueprints. I press the button, but nothing happens.
pgames-food 25 Aug @ 7:13pm 
"Luckspeare 19 hours ago : Such a sad video. Cry emoji."

it is a sad video :) im sure there could be an upbeat version of finding ruins - maybe chicken plucker could make one :)
BootyLord Prime 25 Aug @ 2:01pm 
i'm not able to land a gravship at any of the ruins this adds, it just tells me "tile is occupied" and won't let me fly there
Luckspeare 24 Aug @ 11:39pm 
Such a sad video. Cry emoji.
MR. TETEREW  [author] 24 Aug @ 11:38pm 
@Cave Johnson: thanks, updated. It seems that those fields are optional for base game, but could be required for some different setup with custom mod managers.
@Sanakara: yes, it's not something I intentionally do in my code, but there is a chain of events which originates from my mod, which ends up making ancients/mechanoids to "leave". I do not yet know how it exactly happens, but I definitely know it is done at the moment the old prisintine ruins event expires (which should not show actually anymore, because afair it was replaced with the new quest-system based, but that quest-based only shows in debug menu. I had some harsh times when I did that quest system update, so probably I f*d up there a bit and that all is kinda consequences)
Sanakara 24 Aug @ 5:25pm 
so all those "leaving" messages coming from this mod? I have the same issue, that after awhile everything in these "ancient danger" rooms wants to leave and becomes passive.
Cave Johnson 24 Aug @ 11:39am 
Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.

I cannot generate new worlds or load existing saves