RimWorld

RimWorld

4,701 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
4.010 MB
30 Oct, 2018 @ 11:10am
11 Jul @ 2:38pm
55 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 (73)
412
5 hours ago
PINNED: Compatibility issues and other bugs
MR. TETEREW
11
20 Aug, 2024 @ 12:43am
incident worker error?
Vert
54
28 Feb @ 7:17am
PINNED: Q&A: Read this first
MR. TETEREW
2,733 Comments
timeforend 14 hours ago 
I just got a Abandoned colony quest that apeared on the very edge of the world, litteraly on an ocean tile, you might want to look into that
lailai 12 Jul @ 6:28pm 
ワールド生成後もワールド生成画面が消えなく、ボタンも押せなくなるバグがまだありますね。バグでまだ使うことは出来ないみたいです。
Cowo 12 Jul @ 5:41pm 
Any idea why the World generation Screen does not go away after i generated the world? Had this issue since 1.4 i think, but never got around to understanding why. Is it a compatibility issue with other world gen mods?
Potato Gaming 12 Jul @ 3:28pm 
Does this work with mods (Vanilla factions expanded, Vanilla furniture expanded, vanilla races expanded, medieval 2, vanilla tribal expanded, etc.)
MR. TETEREW  [author] 12 Jul @ 1:27pm 
@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 12 Jul @ 1:01pm 
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 12 Jul @ 11:51am 
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 12 Jul @ 10:57am 
Very impressed this got updated so quickly.
Grissom 12 Jul @ 7:50am 
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 12 Jul @ 12:17am 
@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.