RimWorld

RimWorld

4,804 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
4.008 MB
30 Oct, 2018 @ 11:10am
24 Aug @ 11:32pm
57 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://steamproxy.net/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://steamproxy.net/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamproxy.net/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 (80)
421
3 Oct @ 6:17am
PINNED: Compatibility issues and other bugs
MR. TETEREW
57
22 Aug @ 5:28am
PINNED: Q&A: Read this first
MR. TETEREW
1
18 Aug @ 8:47am
Feature suggestion: Can't reform caravan info message
Alive
2,860 Comments
Halardras 6 Oct @ 8:49am 
you cant use this mod on the "The Gravship" DLC Scenario right? i cant seem to triger the blueprint load, any other scenario works fine
lum 5 Oct @ 11:01pm 
Good mod but can fuck you up if you spawn near a base with tons of items
Miha_metan 5 Oct @ 1:40am 
I once found a ship structural beam laying just near my gravship, later i found 3 psychic emanators in pristine ruins. Good mod! :steamthumbsup:
CursedBun 24 Sep @ 6:10pm 
Is it safe to disable mod in the mid game?
blackendpizza 19 Sep @ 2:14pm 
i'll tell ya this much, it's certainly an ambitious mod.
Bisqwit 17 Sep @ 3:04pm 
My ruins are apparently not getting uploaded/updated. I have a feeling that RealRuins 1.6 upgrade does not consider the fact that in 1.6, tile indexes are no longer like "12345" but "12345,0".
rodrigocns 12 Sep @ 6:29am 
Something unexpected (i think): Traders guild bases on land.
This faction was added by Odyssey DLC, from their description they don't like land bases, only space/asteroid(?) bases. When I generate ruins in the map, suddenly a good chunk of those ruins are added as Traders guild bases, so now in map generation there are lots of active Traders Guild bases from the mod, even when there are no vanilla bases in the planet (they are probably above it).
Allowing a high-tech spacer trader to be neighbor of my tribal colony from start might change a bit of the balance off, I think.
Is there a way to configure what factions get more or less ruins assigned as bases?
Murder Is Pink 11 Sep @ 8:55pm 
I can't get Real Ruins to even run. Maps refuse to generate. Never had problems with it before 1.6. Its a shame.
cowsarenottoys 11 Sep @ 3:41am 
Found a bug: One of the ruins I found on a bandit camp tile had like 50 xenogerms for some insane reason. The mod spawned them in, but they were blank with no genes, and they broke the caravan screen - it was totally blank with no people or items to select.

I settled the tile and left them outside of a stockpike and the screen worked again, brought them home via skipdoor and put them in a stockpile and the caravan was broken at my home base. Eventually I just dev-deleted them.
jkelley2 8 Sep @ 2:27pm 
ive had the same issue a few others ive seen in the comments had, this mod in particular makes it impossible to start a new colony, it breaks worldgen and the generation menu is left on screen and if you press back it hardlocks the game and the only thing you can do is force close the game