RimWorld

RimWorld

Real Ruins
Extrel 10 Oct, 2021 @ 2:24pm
Playing with only local ruins doesn't work
I want to play rimworld with Real Ruins that render my previous bases. I have set the Local Mode option to on, and deleted all of my downloaded ruins. I only had one BP left, and that was from my last run. When i started a new game, i spawned right next to a settlement and rendered the map.
There were no ruins there, why is that?
I had all of the options set to default, exepct for the local mode turned on and the automatic download turned off.
Could that lack of ruins be caused by only having one BP to choose from? Or is there something else i did wrong?

Thanks upfront for help!
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Showing 1-3 of 3 comments
MR. TETEREW  [developer] 8 Jan, 2022 @ 9:08am 
Hi, could you please post your game log when you're entering a new map? If there are no ruins, it means that the mod couldn't use a saved blueprint for some reason. And this reason usually should be displayed in log, so we can get info from there.
Extrel 19 Jan, 2022 @ 5:57am 
Originally posted by MR. TETEREW:
Hi, could you please post your game log when you're entering a new map? If there are no ruins, it means that the mod couldn't use a saved blueprint for some reason. And this reason usually should be displayed in log, so we can get info from there.

Hello, thanks for the reply.

Upon loading a new map, Real Ruins puts out a log saying:
"[RealRuins][Scatter]: Skipping ruins gerenation due to low blueprints count."

Pretty self explanatory.
It seems that the lack of ruins was indeed caused by only having one BP to choose from.

It would be nice if you added an option to override that, altough I understand if you cannot do that right now.

For now I am going to keep playing and gathering blueprints of my bases, as I love to see my own bases in game, rather than random, unknown ones.

Either way, I love the mod you are making, and I hope to see it be maintained as Rimworld grows :)
Hastur 10 Jan, 2023 @ 10:53am 
Can confirm I'm having the same issue. I built a city almost spanning a 325x325 map and I get the same message in the debug log as well. The entire log is below.

[RealRuins][Scatter]: Skipping ruins gerenation due to low blueprints count. UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Message (string) Verse.Log:Message (string,bool) RealRuins.Debug:Message (string,string,object[]) RealRuins.Debug:Error (string,string,object[]) RealRuins.GenStep_ScatterRealRuins:Generate (Verse.Map,Verse.GenStepParams) (wrapper dynamic-method) Verse.MapGenerator:Verse.MapGenerator.GenerateContentsIntoMap_Patch4 (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int) (wrapper dynamic-method) Verse.MapGenerator:Verse.MapGenerator.GenerateMap_Patch4 (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>) (wrapper dynamic-method) Verse.Game:Verse.Game.InitNewGame_Patch2 (Verse.Game) Verse.Root_Play/<>c:<Start>b__1_2 () Verse.LongEventHandler:RunEventFromAnotherThread (System.Action) Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 () System.Threading.ThreadHelper:ThreadStart_Context (object) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object) System.Threading.ThreadHelper:ThreadStart ()
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