RimWorld

RimWorld

Pristine Nature
39 Comments
ALE199 14 hours ago 
I'd say Prestine Nature does have some positives over Disable Ruins...
MedicalPol  [author] 21 hours ago 
Updated to 1.5, but quite frankly this mod does the same things as pristine nature but it's entirely configurable
Dr. Ben Carson 30 Jul @ 10:52pm 
I can confirm this works 100% with 1.5 update
darth_lame-o 30 Apr @ 3:42am 
Can anyone confirm whether this mod still works in 1.5? I've managed to play a while seemingly without breaking my game, but I do get an error message any time I start up RW. The message only shows up when I have this mod installed.
ALE199 22 Apr @ 2:42am 
Alright guys I have goodnews, despite what the mod maker said, you CAN find Tier 3 veichles around, you do need stuff like Set Up Camp or Regrow: Core
whenwrašk 20 Apr @ 3:32pm 
@ALE199 it's a patch mod, so just generate your starting map with this mod, and then disable the mod before doing any exploring, as you said.
Archilyte 12 Apr @ 6:32am 
1.5?
PYRACOR 30 Mar @ 9:28pm 
Agreed ALE199
ALE199 11 Mar @ 5:30pm 
damn wish there was an option where this mod only applies to the starting location, would love to build in a prestine location but also would like to explore and see ancient junk
Evenstar 24 Feb @ 6:11pm 
I've been looking for something like this for ages! So excited to try it out! :D
RandomEdits 13 Feb @ 11:10am 
Thank you! I was looking for this!
HIVEMIND 5 Jan @ 7:57pm 
Chad ty
MedicalPol  [author] 5 Jan @ 10:39am 
Yes
HIVEMIND 4 Jan @ 11:58am 
does it prevent vanilla vehicle tier t3 wrecks from spawning?
MedicalPol  [author] 21 Dec, 2023 @ 7:33am 
I'm glad you found this mod useful. I won't give false promises but I can look into your idea and see what I could reasonably do
BigDorbo 21 Dec, 2023 @ 4:10am 
This is an incredible mod. Truly one of the best ideas I have seen in a while. 1.3 and 1. 4 really over expanded the amount of ruins and junk around the maps and this really cleans it up.

Now, my question, any chance you could add a toggle on a biome or pollution percentage basis? I'd love to see highly polluted maps covered in ruins while the rest of the planet remains empty?
Nyx (She/Her) 18 Dec, 2023 @ 2:21pm 
Ok I tested, it does not
Nyx (She/Her) 16 Dec, 2023 @ 9:06am 
Does this touch the Exostrider remains
MedicalPol  [author] 17 Nov, 2023 @ 11:23am 
@ippo why would it? I dont play with MO but i dont see why it would remove dark forest corpses
MedicalPol  [author] 17 Nov, 2023 @ 11:22am 
@Mortagon @Steelflame probably not, not a priority rn
MedicalPol  [author] 17 Nov, 2023 @ 11:21am 
@Holgast fun fact, in the vanilla code, there are both instances of packages ids with "RimWorld" and "Rimworld", they left it out so they can have the joy of seeing my patch have a few more lines to target both package ids
moki 17 Nov, 2023 @ 1:37am 
does this remove the dark forest corpses in Medieval Overhaul?
Mortagon 15 Nov, 2023 @ 3:45pm 
Can we have this work for medieval overhaul junk that appears when maps are generated?
Steelflame 5 Nov, 2023 @ 8:27pm 
Just an idea. Why not make it do checks based on the tile? So road tiles/polluted tiles would have junk and ruins (After all, those are areas where civilization was most likely), while those tiles distant from such features would be clean and pristine.
Kirren Cooper 4 Nov, 2023 @ 3:27am 
To answer the question in the first paragraph of the mod, it's because the lore post-ideology is technically that the rimworld you inhabit was once a populated/civilised world which was destroyed in some war waged by an archotech or something. This is explained in the Archo-Nexus ending. I don't know if I agree with baking that into the lore of what is meant to work as sandbox/procedurally generated simulator, but it is what it is.
llunak 2 Nov, 2023 @ 9:57am 
@Holgast: Or they can simply use a mod that does exactly that ("No Ancient Junk").
Snuggl 2 Nov, 2023 @ 2:59am 
@MedicalPod Don't worry, you already worked to get this mod running! Making it toggleable would only be a plus. Thanks for the mod. 😊
Holgast 2 Nov, 2023 @ 2:38am 
also, if people still want to keep the ruins, you can comment out the last patch step in your local copy
Holgast 2 Nov, 2023 @ 2:37am 
fyi your patch points to ideology twice instead of biotech for the second one.
MedicalPol  [author] 2 Nov, 2023 @ 2:08am 
If the wrecks used are similar to those that (without this mod) normally spawn then yep, it does interfere. VVE Tier III (I think it's the one you're referring to) would still theorically work, but you'll have to manually spawn wrecks via dev mode since you won't find any on maps
Chime 1 Nov, 2023 @ 6:34pm 
Do you know if this interferes with the Vanilla Vehicle Expanded Wrecks that spawn?
Fiona Danger 1 Nov, 2023 @ 3:46pm 
In fact, if there is a percentage toggle - it might be really cool to be able to go above 100% for afformentioned scrapper playthroughs. Both 0% and 200% would lead to more fun/aesthetic games.
SalmonToastie 1 Nov, 2023 @ 3:45pm 
Super nice for medieval fantasy playthroughs.
CaptainKampfkeks 1 Nov, 2023 @ 3:19pm 
This is truly godsent. Though to add to the commenters before, would it be possible to add a percentage reduction? As I understand it, this mod prevents all the junk and ruins, right? It'd be nice if there were an option (or a different version) where the junk and stuff still spawns, but at a greatly reduced rate, say 50% or 25%.
MedicalPol  [author] 1 Nov, 2023 @ 1:39pm 
It's true that it'd be nice if it was toggleable, but i don't have the knowledge to make it so.
Snuggl 1 Nov, 2023 @ 12:16pm 
Even at the risk of dissapointing you, i... actually do. I play both tribal playthroughs - which your mod is great for! - and post-apocalypse/scrapper playthroughs where i recycle and reuse everything i find. 😅

So having it toggleable would be great, so we don't have to remove it from the modlist everytime we don't need it.
MedicalPol  [author] 1 Nov, 2023 @ 11:12am 
Since it's a simple patch it's sadly active only when the mod is active and vice versa, but of course you wouldn't ever need it off your modlist would you? :3
Snuggl 1 Nov, 2023 @ 10:49am 
What the person below me said.

Is it toggable in its settings though or is active just when the mod is active? It's a bit annoying having to load and re-load mods when you have like 300 mods installed. 😅
UncleRippu 1 Nov, 2023 @ 10:22am 
i do a lot of neolithic/tribal only runs and this mod is a godsend. nothing ruins the immersion of the pre-industrial world i'm trying to make like ancient tanks scattered everywhere.