RimWorld

RimWorld

Real Ruins
2,731 Comments
Potato Gaming 28 minutes ago 
Does this work with mods (Vanilla factions expanded, Vanilla furniture expanded, vanilla races expanded, medieval 2, vanilla tribal expanded, etc.)
MR. TETEREW  [author] 2 hours ago 
@lochmere: I removed hugslib dependency. It was never really dependent on it by the way, just a couple of functions which were easily replaced.
@Void Shaman: Let me play a bit and when I'll get my own gravships I'll probably can fix it :)
@Kazzier: I'm impressed too! After I have read developer notes about 1.6 update, I honestly thought it's the end of my mod, because I expected a lot of breaking changes in map generation. It turned out that it was not that bad! Took me just a couple of evenings.
lochmere 2 hours ago 
Have always loved this mod, but quick question: I know its a HugsLib dependency, but I see that it's not updated for 1.6 yet, but Real Ruins is. Does Real Ruins not need it anymore or does it not need an updated HugsLib and works with the non-updated version of it? A few of my mods still say HugsLib is needed, but the authors said its not, so not sure the exact situation here. Thanks for all your hard work!!!
Void Shaman 4 hours ago 
Any chance or making it so the gravship can land on the tile? :Blessing: I want to roam around with my ship but whenever I try and land there it states 'this tile is occupied' but I can land at other normal locations, it's the same for VQE mods to so not just unique here.

So glad it's updated though! Loveeeee me some ruins
Kazzier 4 hours ago 
Very impressed this got updated so quickly.
Grissom 8 hours ago 
Thank you @alicendrome and @mrteterew, my apologies for the late response as its early in the middle of the USA, but yes; it is exactly as described by @Alicendrome. Essentially, any hostile unit, after a period of time, sometimes months, somtimes quandrums, would eventually wander off with a message that says "Mechanoids are leaving".

Thanks for creating the mod and dedicating time away from friends and family to give us something for free and to update it at all is appreciated.
Alicendrome 15 hours ago 
@MR. TETEREW it sounds like a bug that I was having with my 1.5 modlist. Any faction on the map (Traders, Ancient Danger, Mechanoids, Anomalies, etc.) would randomly pop up with an alert like: "Mechanoids are leaving.". It would break quests and such. I traced it back to this mod likely having an incompatibility. Though, considering how fun this mod is and that my modlist is like, 300 mods I just played around it with Dev mode.
MR. TETEREW  [author] 16 hours ago 
@Grissom: what''s the bug? if it can be easily reproduced I'll fix it for sure.
Grissom 23 hours ago 
Someone update if the 3 year old "mechanoids wandered off" bug is fixed with the newest update please. @MR TETEREW literally the only thing keeping me from this mod for YEARS man.
Worst Player NA 23 hours ago 
Aww hell yeah! I am glad i checked through my top mods to see this got an update :D I love the real ruins so much! Thank you for your hard work!
Piggy 11 Jul @ 3:26pm 
i spent 6 HOURS going through my modlist to find this mod was broken, and you update it the second i finally load up a non-glitched start 💀💀
MR. TETEREW  [author] 11 Jul @ 3:09pm 
@BEN: Awecome! Will try to switch to it tomorrow.
BEN 11 Jul @ 2:59pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515420793 is a Harmony that works without Rosetta on Apple Silicon
MR. TETEREW  [author] 11 Jul @ 2:41pm 
Update is live. It still can have some flaws, I'll try to keep testing and updating it over weekend. Hope it will work for a major part of you. Have a nice weekend on a rim!
Mimi 11 Jul @ 2:30pm 
best mod to ever exist! love you!
Jean1337_ 11 Jul @ 12:26pm 
You are awesome, I love your mod
MR. TETEREW  [author] 11 Jul @ 7:51am 
Well, looks like the update is on its way. Not without tradeoffs though, SRTS compatibility is temporarily disabled and because of issues with harmony (which I can't drop as easily as HugsLib), mod requires rosetta mode on mac. But on windows it should work fine. I'll do some final testing and try to upload it this evening.
Sally smithson 7 Jul @ 7:51am 
"we get there when we get there" meme
Hank Trill 7 Jul @ 5:49am 
1.6 when bby pls
Ducky 6 Jul @ 2:49pm 
Thank you both for the help. I guess the settings were old and not updating properly. Resetting it to default seems to have fixed it up
Kham 6 Jul @ 11:50am 
Usually the bug with world generation opening the window again and not being able to click away is fixed by deleting the settings file for Real Ruins. Some settings were added back with 1.4 or 1.5 and it doesn't seem to add those new settings to existing files which causes weirdness.
Sally smithson 6 Jul @ 9:32am 
also get rid of no sympathy for prisoners
Sally smithson 6 Jul @ 9:26am 
@ducky. Throw out prepare carefully and A17 psychology. Those are relics of the past and a liability to your savefiles
Ducky 6 Jul @ 8:16am 
I'm having a problem since updating to 1.5 where my game will get stuck on a loop of I guess trying to spawn the planet. I'll tell it to spawn, it'll show the planet in the background, and bring up the planet spawn menu again. I also can't properly access the debug menu when this happens as interacting with it makes it disappear. I've isolated the problem to this mod and I get the error even when it's only necessary mods and this loaded in. This was working for me while running 1.3 with similar mods.

Mods That's my current mod list and I don't know if something there is interfering somehow, but any help would be appreciated because I do enjoy the mod
Sally smithson 6 Jul @ 4:57am 
"we get there when we get there" meme
Azerbaijan_Technology 6 Jul @ 3:28am 
I beg for an update!
Yezus 3 Jul @ 8:23pm 
for the very first time the outpost feature has worked. how have i never seen this???
Skylar White, yo 28 Jun @ 7:20am 
I'm not sure if this is within the scope of this mod, but is it possible that this mod could be used in combination with those that allow you to revisit old abandoned settlements in order to create abandoned and looted ruin versions of your own settlements within the same save? I really want to be able to pack up and leave, but I wouldn't want to be able to come back to the same settlement if its just as pristine as i left it as if raiders and looters stopped coming as soon as i left. This mod is the most advanced ive seen going so far as to replicate builds and "ruin" them, i'd really love it if it could be used in this manner too.
pgames-food 26 Jun @ 4:47pm 
hi @sojalip have you tried changing the mod settings for this mod, for "caravan reform type"? (maybe a different option can help you)

for me, i havent tried any vehicle mods in my 500 mod v1.2 savegame, but usually waiting and defeating all enemies that are either there, or soon will appear, lets me make a caravan, or setting up stockpile zones and then moving to the edge of the map, or using the set-up camp mod, and claiming the ruins as a camp (possibly increasing your vanilla options for max bases to max)

(but always make a backup of your Ludeon folder and saves etc first, to play safe)
sojalip 26 Jun @ 1:58pm 
hello, in my games (1.5), i use "VVE" and "Rimthunder" mods and each time i try to go back from the ruin (on the world map like other quest/settlement) i can't take my vehicles back with me, the "you have to reform caravan from the world map" isn't compatible with vehicles even with the mod "just leave already". Otherwise i love this mod, beacause of the ruin of course but with the ennemies mech/animal that can guard them it's a good gameplay mechanic.
CTM BOTTOM TEXT 22 Jun @ 3:11pm 
request to make war urchins to now spawn on starting ruins map
seppi141 21 Jun @ 9:49am 
i would also love a update for 1.6
тетеря, блин 21 Jun @ 7:56am 
or – when your base was destroyed by someone, the notification could also show in percents, roughly, how well your «opponent» was compatible with your modlist, so you could see how fair it possibly was (maybe allowing the uploading player to mark critical mods that user should absolutely have). I see the notification thing could work as RSS in the days of yore, a simple xml with updates that player dowlonads once in a while. the next level of complexity: a user whose base was defeated have that opponent's base highlighted/spawned on the world map, so he could revenge in a way. well, anyways, thanks for reading and for the mod. I hope you agree that this would be an excellent amount of online/community feel without actual online or multiplayer.
тетеря, блин 21 Jun @ 7:33am 
and, yeah, the progression thing also would be highly appreciated: making it capture and upload a blueprint, let's say, once a year and being bound to a generated seed, so while visiting/raiding the same base you would see how it actually progresses. if it requires too much server space, you may limit how many uploaded bases a user can have (like, when you upload the 5th one, the first one is removed etc). as for the messages like «your pawns were killed»… actually, to avoid any additional server interactions for these notifications, it would be already enough to be able to look up for a player's name, a country, a build date and a «message», just for the sake of that feeling that you've visited a real handmade place by a real person, if he or she willed to share this info.
тетеря, блин 21 Jun @ 7:13am 
@MR. TETEREW, I thought it would be great not only fighting random factions setteled in those bases, but the original pawns exported with the blueprints to make it fair fight. as for the modding issue, it would be absolutely amazing to have modlists exported as well, so they could be filtered down to the most compatible ones first, on a user's end, then switching to the others when no options left. I know, it's easier to say that to implement all, but this would be absolutely huge, must-have experience for RimWorld, imo. would generously donate for this feature without any doubt 👍
Sally smithson 21 Jun @ 3:34am 
There is someone in the dubs discord who made a version that didn't rely on hugslib.
I got you the github link
https://github.com/ViralReaction/RealRuins-Sans-Hugslib
MR. TETEREW  [author] 21 Jun @ 2:52am 
Regarding the update: I'm waiting for HugsLib to be updated. However, I'll check how much my mod depends on it and probably consider dropping that dependency.
MR. TETEREW  [author] 21 Jun @ 2:51am 
@тетеря, блин: you need to check planetary ruins feature. Besides regular ruins it also adds thriving intact bases (controlled by other factions so you have to take them over if you want to get some loot). However, it also comes with tradeoffs. Think of a base whose all defence system is based on a mod you don’t have. Or a base with vanilla defences and modded loot which you just won’t see because you don’t have that mod. What if pawn has traits or augmentations from missing mod? How informative and fair is the message “your pawns was killed” given that your pawn was fighting without arms and legs because those were from a missing mod? Unfortunately, it brings too many uncertainties and a questionable value.
MR. TETEREW  [author] 21 Jun @ 2:51am 
@ПИНАЮ ПОД СРАКУ: можно и по-русски :)
@Sally smithson: they could have changed mapgen core to allow features from 1.6. In this case even if 1.6 is not used, the core is already changes I have to accommodate those changes. But I’m not yet sure this is the case.
pgames-food 21 Jun @ 2:01am 
(having more custom options for the blueprints could be interesting though)
pgames-food 21 Jun @ 2:00am 
hi i think this mod does save most of what is in a base, (and the quality of the 'ruins', is based on the mod settings as far as i understand it. also your base is uploaded every time you save (approx 1 time per 3 hours) plus also if you lose the game.

for example, a pristine ruin, often has almost an existing base (minus some degradation), and i actually have turned/claimed all pristine ruins i found, as extra bases in my v1,2 game :o)
тетеря, блин 20 Jun @ 5:00pm 
is it possible to update it to work not only with ruins, but with well-working handmade bases with pawns included? would be even better if player could save his blueprint every N years of gameplay, so other players (who downloaded the mod and a pack of blueprints) could see how bases around him grow and fall (at least some of them)? would be absolutely great if this way player could experience raiding another player's base without any actual multiplayer. the discussion:

https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/600781863666091122/?tscn=1750462960#c600781863666097347
Sally smithson 19 Jun @ 2:48pm 
I dont think the mod is done for, I do think that if the land features are DLC exclusive, its going to make the world ruins a bit more messy since not everyone has the dlc
Beanyboi69 19 Jun @ 12:51pm 
do we salute this one too or...
pgames-food 13 Jun @ 5:36am 
(ah many thanks, i just try to help out from time to time, most of my experience comes from v1.2 as thats where my savegame is with 500+ mods - it usually takes at least 1-2 years to upgrade the savegame and all mods into the next 1.x sub version) :lunar2019piginablanket:
I noticed one problem with this mod. In the ancient danger, the mechanoids leave either when attacking the base. sorry my english bad:csgogun:
Evono 12 Jun @ 1:04pm 
Dont worry , take your time , its a giant mod and with all the changes i can see that its likely a ton of work to make it compatible
MR. TETEREW  [author] 12 Jun @ 12:55pm 
First of all, sorry guys if it seems that I ignore that comments thread. I check it sometimes, but it seems that @pgames-food already does a great job in the comments, thanks man :)

@Evono, regarding 1.6: At least I plan to try. According to announcement, there are some potentially breaking changes are planned, and I'm not entirely sure I'll have a capacity to align the mod with the update. If I can do it quickly - that's great. If I come to an understanding that I'm not able to provide an update within a reasonable timeframe, I'll consider asking for community help or handing over the mod to someone who have more time for maintaining it. But I still hope it will not break that bad :)
Evono 12 Jun @ 5:32am 
@Mr.TETEREW just asking , not pushing for an update , is a 1.6 planned at all? dont want to know more just asking because we lost many big and great modders with 1.5 i think
pgames-food 11 Jun @ 4:52pm 
(ah ok koyuki),