RimWorld

RimWorld

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Destroyed City (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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14.743 MB
7 Aug, 2020 @ 10:52am
21 Jan @ 12:07am
6 Change Notes ( view )

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Destroyed City (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
922 items
Description

Update of RK Skullers mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=787532364

- Not sure if everything works as before since the code has change massively since A15 but it seems to work ok



[discord.gg]
[github.com]



Mod that adds more destroyed buildings, adds a custom difficulty that increases the raid population growth rate and lowers their health, adds two new floor blocks "Road and Sidewalk, and increased ore and plant vegetation.

Update 1.31
-added a few new items to map gen
-added a toilet
-improved road texture edge smooths in with terrain
-modified map gen a bit, less buildings in mountains

Update 1.3
-Added towns to map gen
-added a new textured road
-released a less cluttered mod called Destroyed towns and a more cluttered mod called Destroyed City 2 Extreme

Update 1.27
-Reduced the centipede spawn rate even more "I hope !!!"

Update 1.26
-added more goodies to find
-modified some of the textures a little to blend in better
-tweaked scattered ruins a bit

Update 1.26
-reduced spawn of large centipedes by ALOT "about 1 for every 10 before", other mechs were weakened by half
- cut the spawn of more distructive hostile by half, be warned weaker ones become more numerous so expect hordes.
-changed the shelf found in ruins to a more "realistic" game looking texture


Update 1.25
-removed roads from map generation
-lowered building spawns
-Added first custom generated objects with textures to the Map Gen
*added 2x2 trash mound
*added shelves to some buildings
*added rusty cars
*(hidden Seasonal) object to map Gen, its kinda rare
*objects can be deconstructed/scrapped for resources, time required to deconstruct can vary by the type of object
-Added a Seasonal easter egg to the map Gen.
-more customized buildings and objects to come.....

Update 1.23:
-urban horde difficulty was lowered a little
-mechanoid combat power was lowered by - 30%
-roads are now rare 1 to 2 per map
-minor change to threat generation

Update 1.21:
-Minor bug update to map generation

Update 1.20:
-Added roads to the map generation
-Added new ruins to the map generation
-Reduced generation of walls
-Increased vegetation spawn on each biome by x2
-Increase ore chunk spawn by 20-30%
-Added two new floor placement blocks
*Roads which have 0 beauty rating and are cheap to build
*Sidewalks similar to stats as Roads and is little darker than cement
-Reduced overall clutter to the map
-Save game friendly you will have access to the new floors, but must restart to see the new map generation
- This mod may conflict with other map generation mods
-if you have another mod that changes resource spawn place it before this mod
- this mod will work with my x3 ore drop mod
-more objects planned including but not limited to: (ruined Cars, railroad tracks w/cars, pipelines, lakes, lootable trash, crates, scorched earth, and more......)

Update 1.11 :
-Shrunk the centipedes, (not the kids.)

Update 1.10 :
-Made some changes to the mechanoids to make them a little more fair (lowered their combat power)
-Changed the scale of mechanoid hostiles :)... (centipede is 5X bigger)
-added more relic structures, im working on getting rid of walls
- made some adjustments to ruin amounts, if you start in a mountainous region buildings are closer together than in a barrens region

Update 1.01 :
*Adds higher structure count by almost double
*Stopped buildings from spawning into or clipping mountains
* compatible with EDB Carefully Prepare mod
* Save friendly, however to see changes you must start over :(

-this mod may conflict with other map generator mods



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: map generation
20 Comments
Mlie  [author] 17 Jul @ 9:43pm 
@slipstream1993 Updating all my mods, see discord for progress
slipstream1993 17 Jul @ 2:10pm 
pls update for 1.6
AZJoe58 26 Apr @ 10:11pm 
Wish I could control the degree of ruins on my maps.
[TSF] Mason 1290 8 Oct, 2024 @ 2:40pm 
okay, did some more testing, and forgot i was also running this... Miscellaneous MapGenerator. is not compatible.
Mlie  [author] 7 Oct, 2024 @ 9:56pm 
@[TSF] Mason 1290 Please see the Reporting Issues section described above
[TSF] Mason 1290 7 Oct, 2024 @ 3:32pm 
As of this comment, this mod has been having some issues.

I feel this is broken as maps like abandon labs and a faction locations dont spawn ANY roads and buildings. the map is also smaller than usual for said locations. all but a few ancient things laying around like tables and gas lines.

demounting this mod, everything loads again. Unfortunate.
cHaoTic 25 Feb, 2023 @ 2:18am 
Heck, I'm sorry again! THis was in the middle of the night, and the comment should have been for Dead world, not here!
Sorry for cluttering this thread! :/

What was strange though, in my first try with this mod (actually this one ;), which was the last week, was that I had to redo all power lines and replace all solar generators and batteries on the map with dev mode, so that anything got electricity. (The map started with several of each.)
Also, wild animals went into and out of my houses through doors, until I replaced the doors. I.e. just took away the old ones that was there from start, and placed a new of the same in the doorframe.
Mlie  [author] 24 Feb, 2023 @ 11:30pm 
@cHaoTic Not sure I understand, why would your other factions change with this mod?
cHaoTic 24 Feb, 2023 @ 3:56pm 
Sorry, that was for another mod... :/
But while I'm here, I have today started a game w this mod, and after a few hours play, I see no difference from an 'ordinary' game. The map with villages around me have the usual factions, and now when the first raid guy comes, he also belongs to a faction.
I have definately started a new game after having subscribed, enabled the mod, saved and restarted etc.
Can it be that it is disturbed by other mods, e.g. Destroyed cities?
I do like the idea w this mod and hope to get it running. :)
Mlie  [author] 20 Feb, 2023 @ 7:21am 
@cHaoTic What do you mean?