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1) Select random blueprint
2) Select and cut out several connected rooms of total size of approximately X
3) Postprocess cut part
4) Place it somewhere on the map
5) Repeat items 1..4 Y times.
So, basically, chunk size is X and ruins density is Y. Making density low and size big you will get one or two large pieces on the map. High density and small size will result in lots of small buildings, mostly single-roomed. But they will be distributed evenly across the map.
Right now there is no way to group small parts in one place, but that way of placement is exactly what I planned to do with custom city/village biomes
I have a question about settings aswell:
Are the specials (passive, active, hostiles) randomly generated or part of the blueprint?
Especially: do these adjustments effect the new feature with pawns in the blueprint (cryosleep or otherwise)?
PS: love the mod and your continuing work on it
Specials are generated only on regular maps to spice up small ruins parts scattered over landscape. Passive specials were skeletons, but they are unused now, because the mod uses corpses from blueprints. So this slider doesn't affect anything now. If you find a corpse or cryptospleeping colonist in ruins, it's now definitely one of pawns from the original base. Active specials are small hidden traps which can add a bruise or a scratch to ruins explorer. Nothing serious, but if you're exploring ruins the whole day you can lose some amount of health. Hostiles slider affects only units generated on regular ruins, it does not affect events.
Thanks for your appreciation! :)